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Author Topic: Elysium Command: Elysium De La 12th Société  (Read 14487 times)

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #30 on: May 23, 2021, 12:33:31 am »

Roger that.

GM's suggestion of an infrastructure design could up our resources.

The way it sounds, our troops aren't ready for transports yet?  If so, we can delay building another Venus this turn.

Infrastructure Design: Becquerel Fission Reactors
Quote
To say the Elysium Forge itself is a black box, is nothing short of an understatement.  Indo-tech built many generations ago, all meaningful knowledge of its design and construction is long lost.  The same goes for most of the torus itself.  While autonomous systems have kept all this functional, it also means that our techs barely know how to operate these systems outside of well-known SOP's on user-friendly GUI's.  Anything "under the hood" is handled by AI robots.

The Becquerel Fission Reactors are our first concerted attempt to change this.  Our R&D personnel have identified and array of fission reactors that they believe are underused, if not completely redundant.  We can isolate and then shutdown these fission reactors, allowing for safe reverse engineering.   These so-called "Becquerel" reactors will likely be too large to fit aboard a vessel, but numerous low-power photo-voltaic arrays throughout the torus can now be retired and replaced.  Overall, this will amplify the power production of the 12th Société, as well as provide radioisotopes for research, medical, and industrial applications.

Infrastructure Design: Merchant Marine Fleet
Quote
As helpful as the Irregular Fleet has proven, they're still quite... irregular.  With our expansion into Rose's Star and the beginning armed conflict, this fleet will be increasingly pushed into dangerous and uncharted space.  Accordingly, the Merchant Marine Fleet is attempt to professionalize and focus the Irregular Fleet into an auxiliary service providing logistical support to our growing military efforts.

Existing non-military force structure will be reorganized under a hierarchy of Commodores, reporting to Grand Commodore, who reports directly to the Navarch.  Naturally, Captains will retain command of their vessels and crew, however every freighter beyond a certain tonnage will have a uniformed military Liaison Officer on crew.  This junior military officer will certify emergency readiness of the vessel and crew, and provide a direct conduit between the ship and the military while operating in a combat zone.  While obviously an imposition on the freedom of our Irregular Captains, the Liaision Officer will keep key civilian vessels from being easy prey in a combat zone and/or aborting mission at the first sign of danger.

At the very least, the Irregular Fleet should become comfortable operating outside our home system, providing the necessary logistical throughput of resources between Roses Star and the Elysium Forge.
« Last Edit: May 23, 2021, 03:53:03 pm by ConscriptFive »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #31 on: May 27, 2021, 12:51:57 pm »

...Good debate...

Let's get to it then.

Quote from: Votebox
(1) Infrastructure Design: Becquerel Fission Reactors - ConscriptFive
(1) Infrastructure Design: Merchant Marine Fleet - ConscriptFive

Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #32 on: May 28, 2021, 10:38:59 am »

We do appear to be struggling for resources, so I will support Infrastructure Designs.

Quote from: Votebox
(2) Infrastructure Design: Becquerel Fission Reactors - ConscriptFive, Kashyyk
(2) Infrastructure Design: Merchant Marine Fleet - ConscriptFive, Kashyyk
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #33 on: June 03, 2021, 08:25:57 pm »

Elysium Command Arms Race of Conquest: Operationalization Phase
Turn 0


To say the Elysium Forge itself is a black box, is nothing short of an understatement.  Indo-tech built many generations ago, all meaningful knowledge of its design and construction is long lost.  The same goes for most of the torus itself.  While autonomous systems have kept all this functional, it also means that our techs barely know how to operate these systems outside of well-known SOP's on user-friendly GUI's.  Anything "under the hood" is handled by AI robots.

The Becquerel Fission Reactors are our first concerted attempt to change this.  Our R&D personnel have identified and array of fission reactors that they believe are underused, if not completely redundant.  We can isolate and then shutdown these fission reactors, allowing for safe reverse engineering.   These so-called "Becquerel" reactors will likely be too large to fit aboard a vessel, but numerous low-power photo-voltaic arrays throughout the torus can now be retired and replaced.  Overall, this will amplify the power production of the 12th Société, as well as provide radioisotopes for research, medical, and industrial applications.
Difficulty: Hard (0 mod)
2d4--> 1+1[-1] --> 1 [Disaster!]

The Elysium is ancient. Every one of it’s sections are built with nanorobotic and biological components to absolutely ensure that it would have a lifespan measured in the centuries. To modify and develop our own technology, a piece was ripped from the Elysium, dressed down and analyzed thoroughly. Then, first generation nuclear fission reactors were developed, with a series of promising prototypes and guidelines developed for the explicit purpose of hopefully fielding these systems in the future.

The first of these prototypes were lit on deep-space prototype rigs, all of which promptly went critical and melted down. No matter how the system was changed the fate was the same.

What we didn’t realize was that each prototype was not far enough from our Elysium to be safe in the event of a total detonation, which had occurred several times. These detonations had severe effects on our efforts that only showed themselves days after the tests, and we had done such a flurry of them that our Elysium was in the path of a severe irradiated debris storm, one that automated defenses might not be able to completely mitigate. It was thanks to the hard labors of the CC Aura and Griffon Hull 051, which moved to utilize eva incursions as well as their bulk to remove debris from their path to the Elysium. Both of these crafts are heavily irradiated, with more than a third of their crew in the medical bays after having served in eva missions to remove the debris despite solar conditions and the radioactivity of the objects in question. These vessels will not be able to serve in the coming engagement. Casualties are in the lower hundreds, with more occurring as some civilians in or near the Elysium were exposed.

We have reasonably deduced that the reason the reactors were melting down is due to some faulty understanding of the basic physics involved, and some simulacrum testing has confirmed our theories: next time will not be so difficult, and the disassembly of a part of our Elysium will not be in vein.

Becquerel Fission Reactors
A series of tests and prototyping phases made with the intent of easing our developing energy shortages. No viable reactors were made, but the path to success was forged: we now have some what an idea on how to not create a fission reactor.

As helpful as the Irregular Fleet has proven, they're still quite... irregular.  With our expansion into Rose's Star and the beginning armed conflict, this fleet will be increasingly pushed into dangerous and uncharted space.  Accordingly, the Merchant Marine Fleet is attempt to professionalize and focus the Irregular Fleet into an auxiliary service providing logistical support to our growing military efforts.

Existing non-military force structure will be reorganized under a hierarchy of Commodores, reporting to the Grand Commodore, who reports directly to the Navarch.  Naturally, Captains will retain command of their vessels and crew, however every freighter beyond a certain tonnage will have a uniformed military Liaison Officer on crew.  This junior military officer will certify emergency readiness of the vessel and crew, and provide a direct conduit between the ship and the military while operating in a combat zone.  While obviously an imposition on the freedom of our Irregular Captains, the Liaison Officer will keep key civilian vessels from being easy prey in a combat zone and/or aborting mission at the first sign of danger.

At the very least, the Irregular Fleet should become comfortable operating outside our home system, providing the necessary logistical throughput of resources between Roses Star and the Elysium Forge.

Difficulty: Normal (0 mod)
2d4--> 2+3 [Average]
Mercantile vessels with installed gate keys have begun taking up forge-time in our star yards. They are by no means combat vessels, only just barely armored enough to survive a gate-transition, but it’s a first step with a distinct inferiority to pre-collapse cargo vessels.  Vessels already in the field are given additional yard time to standardize their equipment, including distributing logistical resupply kits and systems to reduce the burden of supply on our military craft. Indeed, we will be able to see such efforts come into play the next time the enemy turns tail and puts out an extended chase scene.

That is the part that our star-ship engineers put their effort behind. We have logistic vessels that can cross vast stellar distances and the several gates in between us and Roses star, not to mention the enemy. They are completely able to supply simpler static structures, the primary pens that come to mind are resource extraction facilities for our solar system, and static defenses in foreign systems to solidify our claim.

The command structure that has been assembled for our nation's merchant marine forces is competent. It’s a popular spot to dump officers who have failed the nation without ejecting them from an airlock. This isn't as much of a problem as it could have been. A solid core of  upper level staff have mostly mitigated any issues that arise and held their ground against any would-be exile postings.  Secondary focus was on the development of logistical supply bases in our system, mostly for supporting the irregular cargo duty, but it does open up the possibility of the development of structures across our system for extracting resources..

Merchant Marine Fleet
A series of logistical improvements that reduce maintenance costs by 25% rounded down. Eases the development of resource generating structures in the home system systems and places logistical supply points across our home system. Increases the effectiveness of our irregular forces in and out of combat.
Cost: None

Work on two revisions to be fabricated.

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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #34 on: June 04, 2021, 12:05:01 pm »

Yikes...

Let me explain my thought process.

So at some point we'd probably want to use PPC, so I was hoping to put in ship reactor design next turn or so.  Unfortunately, the Becquerel Fission Reactors bombed so hard, they probably need a full design to revise them.  I's also still like to do some version of the Dagger next turn too.  So next design phase (barring nothing too crazy happens in the batrep), I'd like to go for the Dagger and retry splitting the atom.

So what to do this phase?  Revision-wise, I'm happy with most of our systems.  Both of our guns are good (for now), as is the C5 Deck, and our engines.  The Rubik is also a good hull.  The Merchant Marine are also pretty legit.

Assuming the Bequerel Reactors are beyond saving this phase, our three most deficient systems are the gatekey, solar panels, and shuttle hull.

So our gatekey is more expensive than it should be, but the catch is that we've already mitigated around that by having specific gate ships.  We could revise it to be cheaper, but it would only impact a few ships with limited savings to the overall budget.

The default solar panels are still our only source of PPC in the immediate future.  They're relatively cheap and maint-free, but they only produce 3 PPC a slot. (Supposedly the batteries are also prone to exploding.)  If we can get one to produce 4PPC, our gate ships would only need one to operate the Gatekey v2.  Or we could use the extra solar power to start inventing PPC-powered versions of our systems.

The shuttle hull is arguably obsolete, except that our Rubik hull is specifically non-aerodynamic.  Operationalized as the Venus, it can do aero 3.  However, if we want to land on that terraformed planet, we'll need more than that.  So as a revision, why don't we slap some wings with ailerons on the hull, and see if we can squeeze a few more points of aero off it?

Of course there are other creative options for revisions this phase.  (Better defined EVA gear?  Re-engineering the troop compartment to better support Space Marine power armor?)  But these two seem the most straightforward and pertinent:

Revision: Solar-Battery Power Plant v2
Quote
Our existing Solar-Battery Power Plants just aren't good enough.  A measley 3 PPC isn't enough for the amount of space they take up.  While some had hoped to phase them out for nuclear energy... you can ask the crew of the CC Aura how that went.

SBP v2 produces 1/3 more power than it's predecessor.  Furthermore, our liquid electrolyte batteries have been replaced with a significantly less volatile solid polymer electrolyte (SPE) batteries.

Modified Values: PPC +1, Cost +1, Maint unchanged.

Revision: GCS-2 Aero Mod
Quote
The rediscovery of Ranachuri necessitates an aerodynamic fleet.  The Rubik is wholly unsuited for this, but the humble GCS-2 already light and streamlined enough to be successfully modified for further atmospheric flight.

In addition to general streamlining, the Aero Mod adds various lift and control surfaces vital for atmospheric maneuvering.  Using the lift provided by its wings, the modified GCS-2 should be able to climb and glide as the "aeroplanes" of the ancients did.

Of course, aerodynamic flight also demands a commitment to careful management of mass and center of gravity.  As a necessary sacrifice, one of the modular mid-slots is no-longer available: the mass & volume of the wings, the supporting struts, and required hydraulics for the ailerons now occupy this slot.

Modified Template:
Code: [Select]
[   ][Int][   ]
[   ][Wng][   ]

Modified Values: Aero +2 (4), Internal Unchanged (1), Cost +3 (12)

As for operationalizing... might as well replace the "Venus" with the "Terra..."

Quote from: GCS-2 Aero "Terra" Fleet Transport
VARIANT NAME:"Terra"
BASE HULL:GCS-2 Aero
COMPONENTS REQUESTED:
Code: [Select]
   
[HeA][Trp][Trp]
[HeA][Wng][nAC]

ROLE: Aerodynamic Fleet Transport

Alas the Venus.  Too beautiful to live?  While we're in the business of replacing her, why not push the envelope further to better support operations against Ranachuri?  Just like the Venus, the Terra should be able to transport two units of our ground-pounding berethren into a combat situation.  Yet with the Aero mod hull, our forces should be able to penetrate the bounties of terraformed worlds.  Yes, it has less gunnery than the Venus, but given the GCS-2's proven fragility, the afterburner engines should be used to run from threats when possible.  With a relatively high thrust to weight ratio, perhaps "speed is life" should become the Terra's motto.  This surely will help with takeoffs from short runways as well.
« Last Edit: June 05, 2021, 04:43:49 pm by ConscriptFive »
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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #35 on: June 06, 2021, 02:31:02 am »

Let's go with those.

Quote from: Votes
Revisions:
(1) Solar-Battery Power Plant v2 : Kashyyk
(1) GCS-2 Aero Mod : Kashyyk

Operationalize:
GCS-2 Aero "Terra" Fleet Transport
-- (1) Yes: Kashyyk
-- () No:
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #36 on: June 06, 2021, 05:04:49 pm »

Also, a naming scheme for the "Griffon" line: 'prestigious' purebred dogs.

"Humanity had a long tradition of keeping canines as "man's best friend."  Accordingly, the Société was once quite fond of their furry companions.  While mutts had seemingly homogenized most of the gene pool, cloned purebreds brought back some of the most prestigious breeds from extinction.  Griffons, borzoi, briards, malamutes, alsatians, malinois, komondors, kuvasz, picards... the choices were endless.  Once these breeds began progenating, even middle class families could afford these long-lost bloodlines.  Many were even certified as 'support animals,' licensed to walk amongst the public without restriction.

...then the gates went dark.

As the pantries ran bare, the choice to feed the family pet or a child became a difficult, albeit obvious one.  Virtually no large breeds survived the Fall, with some smaller breeds just barely scraping by.

With the gates now open, the Société is just now returning to normal.  Their old friends may be gone, but they're not forgotten.

For now it is time to unleash the dogs of war!"

Quote from: Votes
Revisions:
(2) Solar-Battery Power Plant v2 : Kashyyk, ConscriptFive
(2) GCS-2 Aero Mod : Kashyyk, ConscriptFive

Operationalize:
GCS-2 Aero "Terra" Fleet Transport
-- (2) Yes: Kashyyk
-- () No:

Griffon Naming Scheme:
(1) Purebred Dogs (First 4 - Komondor, Borzoi, Briard, Picard): ConscriptFive

Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #37 on: June 21, 2021, 09:07:05 pm »

Elysium Command Arms Race of Conquest: Design Phase
Turn 0


Revision: Solar-Battery Power Plant v2
Our existing Solar-Battery Power Plants just aren't good enough.  A measley 3 PPC isn't enough for the amount of space they take up.  While some had hoped to phase them out for nuclear energy... you can ask the crew of the CC Aura how that went.

SBP v2 produces 1/3 more power than its predecessor.  Furthermore, our liquid electrolyte batteries have been replaced with significantly less volatile solid polymer electrolyte (SPE) batteries.

Modified Values: PPC +1, Cost +1, Maint unchanged.

Difficulty: Normal(0 mod)
2d4--> 2+2[-1] --> 4 Average

A thorough re-engineering of the layout, formulation and construction of the Solar-Battery Plants has resulted in a notable increase in efficacy. Through replacing our batteries' chemical formulas, we have vastly improved their delicateness with respect to sequential detonations, though the bottleneck of preventing an explosion lies in the transformer elements that lie at the end of each battery array.  Intrinsically, Pulsed Power Containers are terrifying elements of a ship, and stuffing down that much power down the gullet of a gate-key or perspective energy weapon requires vast amounts of power over short periods of time: damage on operational transformers will cause an explosion, but a strike against the battery elements won't cause an “issue” anymore. However, Compared to the original, the SB2 has an intensive manufacturing process that requires a 66% increase in labor and resource input. 

Solar-Battery Power plant v2 -- [SB2]
A set of unfurlable solar panels and chemical batteries designed to produce large amounts of power.. The panels cannot be protected by armor while unfurled. The S-B Power Plant has reduced effectiveness in operations that are very far from objects that generate usable solar radiation. The batteries can be best described as "workable," and are prone to small-scale detonations if damaged.   
Values: PPC 41, Cost: 5
1. Generates 3 PPC for a couple hours or an extended fight utilizing PPC weapons before an extended down period is required to recharge the batteries

Revision: GCS-2 Aero Mod
The rediscovery of Ranachuri necessitates an aerodynamic fleet.  The Rubik is wholly unsuited for this, but the humble GCS-2 already light and streamlined enough to be successfully modified for further atmospheric flight.

In addition to general streamlining, the Aero Mod adds various lift and control surfaces vital for atmospheric maneuvering.  Using the lift provided by its wings, the modified GCS-2 should be able to climb and glide as the "aeroplanes" of the ancients did.

Of course, aerodynamic flight also demands a commitment to careful management of mass and center of gravity.  As a necessary sacrifice, one of the modular mid-slots is no-longer available: the mass & volume of the wings, the supporting struts, and required hydraulics for the ailerons now occupy this slot.

Modified Template:
Code: [Select]
[   ][Int][   ]
[   ][Wng][   ]

Modified Values: Aero +2 (4), Internal Unchanged (1), Cost +3 (12)


Difficulty: Normal (0 mod)
2d4--> 4+4 [Unexpected Boon]

The Aero modification represents a rather new field for us, the field of aerospace engineering. Not exactly the most exciting field, what with its connection to dirt-eating planet-bound primitives, but it had a lustor once, when we were stranded upon mother Earth, long time ago.

As it turns out, all those miscellaneous components for turning a warship into a bird of prey  don’t completely take up an entire slot's worth of infrastructure. Rather than simply leaving the slot half empty, a series of radical, almost unbecoming aero-engine systems are developed and installed into the component. Consisting of air-precoolers, compressors and various thermal control systems, it allows one engine neighboring it to double its speed when in atmosphere.  With next generation engines, it probably could compete with purpose built heavy aircraft in sheer speed. If not for its modular nature preventing perfect aerodynamics, it would have been easy to create a aerodynamics 5 craft.

High command has pre-emptively restricted its use with nuclear engines that emit extremely radioactive thrust. It is hard enough to retake a world without leaving radioactive exhaust all over it.

Gate Capable Shuttle - 2 Aero Variant Hull: The first workable hull of the conflict, and strikingly identical in both Elysium's, GCS-2 craft are small shuttles that are capable of carrying Gate Keys as well as military equipment. It is a makeshift hull, fabricated from large modular structure elements with thin armor plates that are just barely capable of standing in the way of light autocannon fire. It has been extensively modified for aerospace operations, including the installation of equipment which allows one of its engines to operate with twice the speed in atmospheric conditions.
3x2
Values: Aerodynamic 4, Internal 1 Cost 12
Tags:
[   ][Int][   ]
[   ][Wng][   ]

Operationalizations

Quote from: GCS-2 Aero "Terra" Fleet Transport author=ConscriptFive link=topic=178192.msg8285232#msg8285232 date=1622826301
]
VARIANT NAME:"Terra"
BASE HULL:GCS-2 Aero
COMPONENTS REQUESTED:
Code: [Select]
   
[HeA][Trp][Trp]
[HeA][Wng][nAC]

ROLE: Aerodynamic Fleet Transport

Alas the Venus.  Too beautiful to live?  While we're in the business of replacing her, why not push the envelope further to better support operations against Ranachuri?  Just like the Venus, the Terra should be able to transport two units of our ground-pounding berethren into a combat situation.  Yet with the Aero mod hull, our forces should be able to penetrate the bounties of terraformed worlds.  Yes, it has less gunnery than the Venus, but given the GCS-2's proven fragility, the afterburner engines should be used to run from threats when possible.  With a relatively high thrust to weight ratio, perhaps "speed is life" should become Terra's motto.  This surely will help with takeoffs from short runways as well.
[/quote]
Difficulty: Normal (0 mod)
2d4--> 3+3 [Above Average]
2d4--> 3+1 [Below Average]
2d4--> 4+4 [Unexpected Boon]

Projections and simulacrum testing would incidate that the Terra would be a speedy, relatively under gunned warship with atmospheric projection capabilities.

It’s met that mark. The installed atmospheric thrust boosting systems worked more or less as expected, doubling the speed of a single HeA engine when there is an atmosphere.. Below average maneuvering agility, slightly higher structural cohesion than expected, all within design parameters. What was surprising was the cohesion of the hangar slots: we can carry heavier vehicles for the ground forces. Or combat drones, or whatever strikes the fancy of the team.

Combat Capable Shuttle Aero: Fleet Transport “Terra” Variant
A troop transport shuttle. It has catalyzed afterburning engines that increase its speed in a combat situation, but require maintenance after; . One of its engines has a doubled speed when in atmospheric conditions. It has an extensive hangar bay system that is able to handle large amounts of ground troops, including heavy weapon emplacements, and medium sized vehicles. With a component-thrust ratio that varies depending on the situation, it is most suited for fights around planets with atmospheres. Its light armament of Elysium Autocannons are secondary to its purpose of entering worlds and dropping off its many warriors.
Format
[HeA][Trp][Trp]
[HeA][Wng][nAC]
Values:Cost 27, Aerodynamic 4, Maintenance 5, Thrust 2(4)/3(6)
Tag:

Work on an Operation Plan
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« Last Edit: June 29, 2021, 11:27:01 pm by Blood_Librarian »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #38 on: June 24, 2021, 10:23:37 pm »

Okay, so good rolls.  Time to budget...

There seems to be some clerical errors in the book-keeping, so I'm going to start from scratch...

We should've started the turn with this...

Two Rubik Gateships:
Aura (9 Maint)
Slayer (9 Maint)

One Rubik Porcupine Gunship:
Porcupine (17 Maint)

Four Rubik Griffon Gunships:
Griffon (15 Maint)
Komodor (15 Maint)
Borzoi (15 Maint)
Briard (15 Maint)

One Rubik Griffon Gunship Under-Construction:
Picard (9/33 Production) (0/15 Maint)

(Current asset listing has the FT Rubik... which isn't a thing.  But also lists the Porcupine at 15 Maint instead of 17.)

9+9+17+15+15+15+15 = 95 Maint (unmodded)
Applying the 75% Merchant Marine Infrastructure .75*95 = 71.25  (Rounded to 71)

We have 120 base resources, minus 71 maint = 49 available

We need 27 to field the Terra, and 24 to finish the Picard.  So we almost can do both.  (Though adding another Griffon to our fleet adds another 15 maint next turn.  Terra's cost practically nothing maint-wise at 5.)

So my first instinct is to build/field the Terra, and dump the remainder into almost finishing the Picard.

...but the Porcupine is our highest Maint ship while being a low-rolled design (Its life support system is glitchy and may fail during combat conditions.)  It may be wise to retire it now and save us that 17 maint towards completing the Picard.

GM hasn't explained the math on scrapping ships, but assuming there's no unforeseen penalties, I'd like to vote for scrapping the Porcupine.  It's more expensive than the Griffon in the long run, while being demonstrably inferior to it.

That being said...

Quote from: Production/Operations Plan "Dogs of War."
*Production Plan*

Retire the Porcupine. (71 Maint to 58 Maint)

120 Production - 58 Maint = 62 free

Field FT Terra - 27 Production
Complete CT Picard - 24 Production

Spend Remainder 11 Production on starting another FT Terra.

*Orders*

Four serviceable CT Griffons maintain control of Rose's Star.  Serviceable Gateship "Slayer" performs Gateship duties.  Newly fielded FT Terra supports ground reconnaissance missions as appropriate.

Meanwhile, the Navarch's office should confer with the Direction Dénérale de la Sécurité (DGS) if interrogation of captured personnel provided any meaningful intelligence.  (While the technology aboard the IRC Nnemosyne was unimpressive, surely the Captain of the vessel could provide some insight on their general operational plans, SOP's, or strategic objectives.)
« Last Edit: June 26, 2021, 12:11:43 am by ConscriptFive »
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #39 on: July 21, 2021, 11:19:26 am »

Elysium Command Arms Race of Conquest: Design Phase
Turn 1


GIVEN ONTO THE PYRE
BREAK AND BURN THEM
ON OUR ANVILS OF FIRE!



OPERATION DOGS OF WAR
*Production Plan*

Retire the Porcupine. (71 Maint to 58 Maint)

120 Production - 58 Maint = 62 free

Field FT Terra - 27 Production
Complete CT Picard - 24 Production

Spend Remainder 11 Production on starting another FT Terra.

*Orders*

Four serviceable CT Griffons maintain control of Rose's Star.  Serviceable Gateship "Slayer" performs Gateship duties.  Newly fielded FT Terra supports ground reconnaissance missions as appropriate.

Meanwhile, the Navarch's office should confer with the Direction Dénérale de la Sécurité (DGS) if interrogation of captured personnel provided any meaningful intelligence.  (While the technology aboard the IRC Nnemosyne was unimpressive, surely the Captain of the vessel could provide some insight on their general operational plans, SOP's, or strategic objectives.)

We lost. Let's get to engineering a solution to fix that.

As a note, our gate keys have been updated with the following information: Their jump speed.  This explains how many jumps they can do per unit of arbitrary time. The higher it is, and the faster we can get to the next gate, the more time we have to pick and choose our battles.  A fleets "jump" speed is the total number of sharable jump power divided by the total amount of ships, as we are limited by the jump factor of our gate keys. It may very well be cheaper to develop ships which cannot jump other vessels.

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« Last Edit: July 21, 2021, 11:52:26 am by Blood_Librarian »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #40 on: July 21, 2021, 02:51:31 pm »

So we've finally met our enemy...

Their ships are big, but relatively slow.  Their primary weapons are a pretty deadly laser, with their secondary being the IAA, a knockoff of our nAC cannons.

An interesting flaw is that their lasers aren't turreted; they have to maneuver the whole damn ship to aim them.  Something fast could get in tight and keep in their blindspot(s).  Something Dagger-like could fit that bill.  Maybe give it just enough armor to not get shredded by the IAA secondaries?  (Somebody is working on that?)

Speaking of armor, we need to put that in our new hulls.  Their lasers tore up our Rubiks more than they should've.  I don't know if you guys want to fluff it as high-temp ceramics, ablatives, or some kind of anti-laser reflective/refractive/diffusive tech.  Another solution might be to do a centralized radiator/cooling system as a module design.

In other news, we also have three lanes now, but only two gateships.  Our current gateships are based on older modules, and we should definitely operationalize a new one this turn.  GM also changed the rules to make gatekeys more relevant.  It could be worthwhile to make a new gatekey.  Gatekey V2 is okay, but kinda janky, and we're going to be building with it this turn.

I'll work on some designs, but let me know what you guys are thinking.

EDIT...

Quote
Design: "Sablier" Hardened Spacefaring Corvette Hull

As much as the "Rubik" Spacefaring Corvette Hull had factored to live longer in our plans, indeed "no plan survives contact with the enemy."  Our adversary's lasers are surprisingly hard hitting, beyond what our stellar engineers anticipated.  The "Sablier" *Hardened* Spacefaring Corvette Hull is the solution to this.

Only slightly larger than its predecessory, (10 vs 9 total slots), the layout of the Sablier is more advantageous for our high speed doctrines.  In a 2D projection, the Sablier lives up to its name, with a hourglass-like 4 rear, 2 mid, 4 forward layout.  The broader aft section allows for more thrust, or the mounting of rear-facing weapons systems.  The midsection has been optimized for two internal slots, allowing for both a C5 Deck and a Gatekey while operationalized in a Gateship role.  The broad fore section allows for more weaponry to be brought into the primary sector of fire.

Despite its Corvette-sized volume, additional armor has raised the mass of the hull substantially.  Much like its predecessor, the Sablier is not explicitly designed for atmospheric capabilities.

Theorized Values: Cost 16, Internal 2, Armor 2, Aero 1.

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« Last Edit: July 21, 2021, 03:37:08 pm by ConscriptFive »
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Jilladilla

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Re: Elysium Command: Elysium De La 12th Société
« Reply #41 on: July 21, 2021, 04:42:18 pm »

Right! Here's the Dagger once again with a potentially controversial addition!... Might make a variant without said addition in a little while. Muse would not cooperate with getting rid of it.

Design: 'Dagger' Interorbital Fighter
Though it started as an experiment on how to get the smallest possible independent spacecraft hull, it was seen to have some promise in the battles ahead, especially in light of the limitations of the enemies laser system. Said experiments were almost certainly successful in their goal, as the Dagger is absolutely tiny, with even the GCS-2 utterly dwarfing it. The craft is shaped similarly to its namesake, having a short bladeshaped hull that comes to a point, it's 'hilt' a pair of 'wings' that serve as an attachment point for quite a few fine maneuvering thrusters. We've also discovered something in the historical archives that may be able to be put into use for such a craft as well; specifically, the existence of tiltrotors. While obviously a spacecraft behaves very differently, we believe the concept could be utilized to allow the Dagger's main thruster assembly to assist in combat maneuvering. Though of course, with the sheer change in acceleration that any engine strapped to the Dagger would be capable of, as well as this being the proof of concept, only very minor rotation of the thruster assembly at most is to be attempted. The front of the craft is covered in light ablative panels, to provide some amount of protection against brief sweeps of a laser system.

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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #42 on: July 22, 2021, 11:15:23 am »

Design: 'Fléchette' Parasite Strike Craft
An offshoot of the 'Dagger' project, started when one of the engineers asked "what if it didn't have to be independent?" With a maximum mission time that can be counted in hours, the vast majority of logistical challenges fall away, as CO2 crackers are replaced with a disposable filter and O2 supply, waste can just be stored for later processing, and food/water is limited to a portable refrigeration unit.  This drop in payload allows a smaller fuel requirement, netting even greater weight savings.

This means the only actual weight is entirely dedicated to a miniaturised version of our Catalyzed Afterburner Hydrogen engine, a single 40mm Next-Gen Autocannon in the nose, front-facing and limited to only a 20° gimbal arc for soft targets, and a pair of large missile hard points, which currently carry a very basic, but rather sizable, chemical missile as its primary anti-ship armament.

The main body of the craft is long and thin likes its namesake, making it appear somewhat similar to the classic rocket punk "soda bottle on four fins". Far too spindly to actual hold the Fléchette's weight, these fins carry RCS thrusters for rapid maneuvering of the ship so that the oversized thruster can do its job. The craft is also protected by a layer of thermally resistant ceramic, to protect against sweeping laser fire.

The size of this craft means a single starship slot perform as a hanger for a small squadron.
« Last Edit: July 22, 2021, 01:00:22 pm by Kashyyk »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #43 on: July 23, 2021, 03:41:02 pm »

Hmm, as much as I like the Dagger, with the new fleet weight rules, the Flechette seems like a better option.

Quote from: Votebox (Pick Two)
(1) "Sablier" Hardened Sparefaring Corvette Hull: ConscriptFive
(0) "Dagger" Interorbital Fighter:
(1) "'Fléchette" Parasite Strike Craft: ConscriptFive

Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #44 on: August 02, 2021, 03:22:22 pm »

Elysium Command Arms Race of Conquest: Design Phase
Turn 1


Design: 'Fléchette' Parasite Strike Craft
An offshoot of the 'Dagger' project, started when one of the engineers asked "what if it didn't have to be independent?" With a maximum mission time that can be counted in hours, the vast majority of logistical challenges fall away, as CO2 crackers are replaced with a disposable filter and O2 supply, waste can just be stored for later processing, and food/water is limited to a portable refrigeration unit.  This drop in payload allows a smaller fuel requirement, netting even greater weight savings.

This means the only actual weight is entirely dedicated to a miniaturised version of our Catalyzed Afterburner Hydrogen engine, a single 40mm Next-Gen Autocannon in the nose, front-facing and limited to only a 20° gimbal arc for soft targets, and a pair of large missile hard points, which currently carry a very basic, but rather sizable, chemical missile as its primary anti-ship armament.

The main body of the craft is long and thin like its namesake, making it appear somewhat similar to the classic rocket punk "soda bottle on four fins". Far too spindly to actually hold the Fléchette's weight, these fins carry RCS thrusters for rapid maneuvering of the ship so that the oversized thruster can do its job. The craft is also protected by a layer of thermally resistant ceramic, to protect against sweeping laser fire.

The size of this craft means a single starship slot can perform as a hanger for a small squadron.
Difficulty: Hard (-1 mod)
2d4--> 4+3 - 1[Above Average]

For a first generation foray into parasite craft, we’ve certainly beat out what our ancestors' first examples were theoretically capable of. Ton per ton, mounting a 40mm autocannon onto the hull allows us to carry more of the guns per slot. Thus, the burden of making an effective parasite craft has become a questionable aspect with the comparison of simply making a better cannon and mounting it on the ship. Most detractors in the navy were silenced once the first lineage of the Flechette strike craft were unveiled.

Each slot includes a dozen and a half of fighter craft each carrying a slimmed down and optimized dual 40mm Autocannon on it’s nose hardpoint as well as missile hardpoints. For a Parasite craft, it is considered small. The acceleration profile is limited by the frailty of the unaugmented and all too human pilots. The flechette is notably hardy for a first go at a fighter craft: It is capable of going through more than one engagement without performance loss. As a reference, Pre-Collapse parasite craft usually require re-haul at Forge or on-site fabricator support after a single engagement due to their extreme performance characteristics. Each slot of hangar bays introduces structural weaknesses due to the large amount of re-engineering for generic slots to hangar bays.

Simulacrum testing of the Fléchette against known enemy designs show a high effectiveness with it’s machine guns  in stripping the enemy of weapon, engine and sensor hardpoints. We do not have any data of high explosive weaponry against enemy armor, and can make no guess or estimation on the missile's effectiveness beyond broad strokes in that their armor will not be as effective. In terms of sheer speed and acceleration, The Fléchette beats out all enemy craft entirely, though Enemy contact “Starbolt '' has enough acceleration to make assaults a dicey affair if it wanted to point it’s main gun at a craft in close range.

The missile itself is one of the most expensive parts of the craft, consisting of a high explosive shaped charge payload delivered with a chemical rocket and guided by relatively primitive thermal guidance. with the split in time between the parasite craft and the missile, it has some deficiencies. Most notable is it’s weak electronics and roughly engineered shaped charge: It is vulnerable to countermeasures and is not as capable in armor piercing as our precision engineering could allow.

'Fléchette' Parasite Strike Craft -- [FLE]
The 'Fléchette' Parasite Strike Craft details the installation of 18 small fighter craft stored in hangar bays with launch capabilities. Each Parasite craft is equipped with 2 high explosive shaped charge payload heat seeking missiles and dual front mounted dual 40mm cannons with 20 degrees of gimballing. The missiles have roughly engineered payloads and weak electronics .It has the acceleration profile of a speed 9 craft, and is limited by the unaugmented pilots down to a profile of 8. It’s components are durable and hardy, able to go through multiple sortees without Elysium overhauls or having an on-site fabricator while maintaining performance capabilities.
Values:Cost 6, Maintenance 2
Tags:

Design: "Sablier" Hardened Spacefaring Corvette Hull

As much as the "Rubik" Spacefaring Corvette Hull had factored to live longer in our plans, indeed "no plan survives contact with the enemy."  Our adversary's lasers are surprisingly hard hitting, beyond what our stellar engineers anticipated.  The "Sablier" *Hardened* Spacefaring Corvette Hull is the solution to this.

Only slightly larger than its predecessor, (10 vs 9 total slots), the layout of the Sablier is more advantageous for our high speed doctrines.  In a 2D projection, the Sablier lives up to its name, with a hourglass-like 4 rear, 2 mid, 4 forward layout.  The broader aft section allows for more thrust, or the mounting of rear-facing weapons systems.  The midsection has been optimized for two internal slots, allowing for both a C5 Deck and a Gatekey while operationalized in a Gateship role.  The broad fore section allows for more weaponry to be brought into the primary sector of fire.

Despite its Corvette-sized volume, additional armor has raised the mass of the hull substantially.  Much like its predecessor, the Sablier is not explicitly designed for atmospheric capabilities.

Theorized Values: Cost 16, Internal 2, Armor 2, Aero 1.

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Difficulty: Normal (0 mod)
2d4--> 2+1 [Below Average]

Officially weighing in at the Frigate ranges, the Sabalier Hardened Spacefaring Frigate hull lineage was developed despite the setbacks the program had faced. Unlike its predecessors, it sheds the modular frameworks with a purpose built spinal structure in which the rest of the craft is built upon.  With a spindled set of interior systems that jut out from its non-atmospherically optimized form, it is incapable of approaching surfaces and leaving intact. The HSF series of hulls has thick bands of general purpose second generation armor, designed to survive the rigors of space combat with multiple approaches to surviving enemy weaponry implemented. The armor consists of a blend of depleted uranium and ceramic composites, which while as protective as we can get, is an estimated 20% heavier than projections indicate for the protection it provides.  This armor is “average” in thickness, adding 60% more weight to the overall hull. The awkward placement of the modules and internal space schemas means that the ship has a low compartmentalization count, and damage into one area is likely to spill into others.  Compared to the Rubik it has a slightly inferior robustness.

Sablier" Hardened Spacefaring Frigate:A second generation frigate lineage with hourglass shape and as of fabrication very heavy armor systems. Has an average thickness armor plate designed with general purpose protection against a wide variety of threats. It is incapable of any type of surface operation. It’s individual compartments and modules are awkwardly placed, lowering the overall compartmentalization of the craft: damage are marginally more likely to spill into surrounding systems.
Values:Cost 18, Internal 2, Armor 6
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Work on 2 Revisions as well as any ships you want operationalized.

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: August 02, 2021, 04:37:17 pm by Blood_Librarian »
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