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Author Topic: Elysium Command: Elysium De La 12th Société  (Read 14496 times)

Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #60 on: October 02, 2021, 11:34:03 pm »

Split into 2 posts due to character limits.
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: October 06, 2021, 03:17:20 pm by Blood_Librarian »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #61 on: October 05, 2021, 06:31:27 pm »

Per Discord:

Quote from: GM Quote
One of the mechanics I will include this turn is the "maturation" of technologies, being mechanically represented as stable generations of tech having reduced maintenance costs. The Vorpal Gun Batteries maintenance cost will be reduced to 1, as well as the MGS. NGAC's will still stay at parity.

So, let's run the budget...

120 Base Production + 25 from Vorpal Gun (fully conquered) + 10 from Abyss Watcher (partial) = 155 Total Production

Aura, Slayer, Seine, and Terra are unchanged.
But, Griffon drops from 15 Maint to 11 Maint (-4).

So Aura (9) + Slayer (9) + 3 Operational Griffons (33) + Terra (5) + Seine (16) = 72 * .75 = 54 Maint this turn.

155-54 = 101 production to play with.

Priority is to arm the Seine for 3.  I'd also like to launch a second Seine for 72. (101 - 75 = 26)

For 16, we can also finish the second Terra.  (26-16=10)

Not sure what to sink that 10 remainder on.  A partial build of something?  A third Seine seems like a bit much, but our Rubiks are obsolete.  A third Terra maybe?
« Last Edit: October 05, 2021, 06:33:11 pm by ConscriptFive »
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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #62 on: October 06, 2021, 01:59:51 am »

I do like the idea of a third Seine, as our next gen ship, but they are rather expensive. A third Terra would allow us to land troops on all three lanes, right?

Speaking of Terras, they don't have any Values/Tags in the Operationalised Ships Spoiler.

Of the two options though, I vote Terra. I doubt we'll be obsoleting it any time soon, and more troops are always better.
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #63 on: October 06, 2021, 01:00:01 pm »

Yeah, as I brought up in the production phase last turn, the Terra got garbled in the spoiler.  Apparently it remains that way.

Quote
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:

It's an unarmored troop ship but has the newest engines, and got some great rolls on both the modified hull and "operationalizing."  A cheap, low maint ship that's fast enough to GTFO when trouble shows up.  (It's faster than anything we got, and faster than the enemy's Starbolt.)  Haven't seen how aerodynamics play out yet, but it's pretty solid there too.

Moving it along then...

Quote from: Production Plan: Two Rivers
Summary: Arm the first Seine gateship/carrier class, and build a second.  Finish the second Terra troopship.  Sink the remainder of production into a partial build of a third Terra troopship.

101 Production to work with after Maint expenses.

Arm the carrier wing of the Seine Gateship. (-3 Production)
Build a second Seine Gateship and christen it the "Marne."  (-72 Production)
Complete the second Terra troopship and christen it the "Mundus." (-16 Production)

(101 -3 -72 -16 = 10 Production Remaining)

Invest the remaining production in a partially build 3rd Terra troopship.

What now in terms of strategy/maneuver?  Letting SUCK keep a whopping 50 production from Roses Star this turn seems like a folly.  At the very least, we should try to zero it out.  Alternatively, we could send a squadron to conquer the Abyss Watcher or explore the Bottle up north.  (Our parasite fighters seem like they would do well against the Abyss Watcher drone swarm.)

Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #64 on: October 06, 2021, 05:26:00 pm »

Should definitely send at least one of the carriers (plus escort) to Rose"s Star. I'd like to properly interdict their colony, even if we can't conquer it out right.

Should be able to capture the Bottle unhindered, and will need a defence force at Vorpal Gun, if I understand the mono-direction map arrows properly. So a Terra to each of Rose's Star and The Bottle, plus a Seine to each of Vorpal Gun and Rose's Star. Unless we reckon they can't reach Vorpal Gun yet, and we go all in at Rose's?
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #65 on: October 06, 2021, 06:12:40 pm »

Did we confirm the arrows are one way?  (I don't know if that's just aesthetics.)

I'm thinking all in at Roses.  But, because we have Vorpal Gun, we can try a flanking maneuver.  Send the legacy fleet as bait to overextend their formation.  Then flank them with 96 fighters they weren't expecting from behind...

Quote from: Deployment/Manuever Plan "Bullfight"
Summary: Full commitment to seizure of Roses Star.  Fleet with engage in two squadrons to attempt envelopment.

Picador Squadron:
CC Aura, FC Slayer, CT Griffon, CT Borzoi, CT Briard, FT Terra

Matador Squadron:
GF Seine, GF Marne, FT Mundus

Matador Squadron will immediately commence mapping the lanes between Vorpal Gun and Roses Star, stopping short before revealing themselves to enemy detection at Roses Star.  Once Matador Squadron finishes mapping the lanes between Vorpal Gun and Roses Start, Picador Squadron will enter Roses Star directly from our Torus direction.  Picador Squadron should feint and skirmish with enemy fleet, attempt to lure them into breaking formation and prematurely exhausting resources.

Once enemy defenses have been baited out of formation, and their fuel & battery reserves depleted, Matador Squadron will enter Roses Star from the Vorpal Gun direction.  Fresh modern forces ambushing from at unexpected vector, our dozens of parasite flechettes can use their tremendous acceleration to close on the enemy before they can adjust their formation and shift fire.

As the battlefield allows, both FT Terra class troopships are to deploy ground forces to seize the system.  Rumor is, a certain Marine Captain Kilgrave is looking for revenge.

Quote from: Votebox
(1) Plan Two Rivers & Bullfight: ConscriptFive
« Last Edit: October 06, 2021, 07:39:33 pm by ConscriptFive »
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Jilladilla

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Re: Elysium Command: Elysium De La 12th Société
« Reply #66 on: October 06, 2021, 09:13:48 pm »

A bit too many moving parts for my taste, but a decently good plan nonetheless.

Quote from: Votebox
(2) Plan Two Rivers & Bullfight: ConscriptFive, Nemonole
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #67 on: October 06, 2021, 09:19:11 pm »

Arrows are not one way.
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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #68 on: October 07, 2021, 02:13:54 am »

Quote from: Votebox
(3) Plan Two Rivers & Bullfight: ConscriptFive, Nemonole, Kashyyk
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #69 on: October 26, 2021, 04:02:01 pm »

Elysium Command Arms Race of Conquest: Design Phase
Turn 3


The incredible effectiveness of our bombing run perhaps could be the result of fortuitous circumstances, and should not be relied upon for near the same effectiveness now that enemy NAV-INT assets are aware of our parasite craft. We appear to be winning on the front of industrial effectiveness: An estimation puts a Light Bearer at roughly twice the expense in terms of industrial production to produce, though their focus on laser weapons have massively reduced their long term logistical costs. The trades we have so far are to our favor, it seems.

Work on two designs.

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: October 26, 2021, 04:42:29 pm by Blood_Librarian »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #70 on: October 30, 2021, 02:49:42 pm »

So it looks like we got some ships on the chopping block, be nice if we could get some trade-in value for them.  Both Rubik gateships are irrelevant now, and the last Griffon is just barely hanging in there.  Be nice if we could mechanically do something with "salvage" too.

(Shelved after GM's announcement of new mechanics.)

Infrastructure Design: Fleet Repurposing Auction House
Quote
While we had hoped for our vessels to have longer lives, we find ourselves in something of an "arms race" where technology becomes obsolete nearly as quickly as we can field it.  Decommissioned and salvaged vessels are quickly becoming too good of a deal for second-hand users such as the Merchant Marine.  It is only right that we harness our capitalist heritage to appropriately arbitrage this situation.

Modeled on our famed antiquities auction houses, the Fleet Repurposing Auction House will entertain qualified bidders on hulls and other surplus to be struck from our ledgers.  Ships will be appropriately sterilized of sensitive items before sale, and fully demilitarized if sold for private civilian use.

In effect, "decommissioned" and "salvaged" ships will be traded for resources appropriate to their market value.  (Fraction of build cost for "decommissioned."  Small fraction of build cost for "salvaged.")

Speaking of replacing the Rubik hull, here's the same 3x3 geometry but with armor, thermal management, and one integrated hanger bay.  Still should prove something something cheaper and smaller screen the larger Sabalier gateships/carriers.

Design: "Bouillon" Hardened Spacefaring Corvette Hull
Quote
As much as our Rubiks have bled for the glory of the 12th Society, it would be kinda nice if they didn't bleed so much.  Our 1st gen Corvette hull has proven vulnerable to enemy weaponry, and wasn't designed with Parasite bays in mind.  The "Bouillon" is a 2nd gen Corvette hull, implementing armor, thermal management, and a dedicated Parasite hanger bay.

The armor is additionally adapted to counter our adversary's laser weaponry, consisting of a highly reflective polished metal exterior ontop an insulating ceramic underlayer. Additional radiator assemblies and fluid lines provide a baseline of combat heat management.  A slot engineered for a Parasite hanger is located on the Port midsection.  Like it's predecessor, it is not intended for atmospheric operations.

Values: Aerodynamic 1, Internal 1, Armor 4, Thermal 2
Tags:
Cost: 17
Template:
Code: [Select]
[ ]HnG[ ]
[ ]Int[ ]
[ ][ ][ ]
« Last Edit: November 01, 2021, 05:23:45 pm by ConscriptFive »
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #71 on: October 31, 2021, 11:55:46 pm »

I've hashed out some details and I've come to a solution regarding outdated warships.

I will *probably* have a write up of all salvaged warships by both sides at some point, the black-sites and departments that take those ships apart take their time and have been having excessive disasters, so that will be later.

As for outdated vessels, I will allow, on the operationalization phase, a refit where components can be exchanged. I would prefer if you made explicit in these refits what is being replaced and with what, along with a final picture of what the hull would like like.
The cost of these refits will be the cost of the components being exchanged out less the value of the component IF it is being replaced by a component of the same sub-category, eg Hydrogen Engine --> Nuclear Engine or Main gun emplacement to new gun emplacement, and then multiplied by 1.1x. These ships will be less effective than a built up design, but it's better than a nothing-ship.
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #72 on: November 01, 2021, 05:41:32 pm »

So striking the Auction House from consideration, SUCK's new corvette warship, the Wildcat, is stupidly fast and uses Nuclear Thermal Propulsion (NTP.)  We don't want to fall too far behind...

Design: "Saint-Laurent " Nuclear Thermal Engine (NTE)
Quote
Chemical propulsion: take liquid O and H, burn to produce gaseous H20.
Nuclear thermal propulsion: take liquid H, burn it in a fission reactor to produce gaseous H.
While technically not as powerful in terms of raw thrust, taking the oxidizer out of the equation basically cuts fuel mass in half.  Thus a self-contained NTP system should provide at least twice the impulse (speed) of our existing chemical rockets.

The "Saint-Laurent" NTE is an integrated set of liquid hydrogen tanks that are fed through a uranium fission reactor and expelled to generate thrust. Generates electricity from an attached alternator. Sets the basis of all thrust systems at a speed of 3.
Values: Cost:7, Maint 2
Tags:Rear

Quote from: Design Votebox (pick 2)
(1) "Bouillon" Hardened Spacefaring Corvette Hull: ConscriptFive
(1) "Saint-Laurent" Nuclear Thermal Engine (NTE): ConscriptFive

Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #73 on: November 18, 2021, 02:20:41 am »

Elysium Command Arms Race of Conquest: Operationalization Phase
Turn 3


So striking the Auction House from consideration, SUCK's new corvette warship, the Wildcat, is stupidly fast and uses Nuclear Thermal Propulsion (NTP.)  We don't want to fall too far behind...

Design: "Saint-Laurent " Nuclear Thermal Engine (NTE)
Chemical propulsion: take liquid O and H, burn to produce gaseous H20.
Nuclear thermal propulsion: take liquid H, burn it in a fission reactor to produce gaseous H.
While technically not as powerful in terms of raw thrust, taking the oxidizer out of the equation basically cuts fuel mass in half.  Thus a self-contained NTP system should provide at least twice the impulse (speed) of our existing chemical rockets.

The "Saint-Laurent" NTE is an integrated set of liquid hydrogen tanks that are fed through a uranium fission reactor and expelled to generate thrust. Generates electricity from an attached alternator. Sets the basis of all thrust systems at a speed of 3.
Values: Cost:7, Maint 2
Tags:Rear
[/quote]

Difficulty: Normal
2d4--> 4+1 [Average]

Engine test’s have gone swimmingly. A thousand of our best and brightest had come together behind the lead-lined windows of the ELysium Degre’-Decks in a grand affair to witness the first fire-plume of the Saint-Laurent engine lineage.

As one of the first higher technologies of the great war, Nuclear Thermal Engines are a crucial first step in the second generation of doctrine derived warships. Millions of tons of hydrogen and oxygen gas have been burned in the pursuit of waging war for Elysium, and millions more will be burned as more exotic fuels. The Saint Laurent Nuclear Thermal Propulsion is a  solid core pulsed projection thrusting engine with an efficiency on out-of-combat movement. This is compared to the gas-core systems of the enemy, which have sacrificed in sheer efficiency for combat speed. The lack of oxidizer systems also make them much more safe and robust, the few moving parts further reduce mechanical difficulties making it an easy to produce system. The only difficulty is in the procurement of fissionable material, which continually is an issue for our space bound society due to its relative scarcity. It generates some electricity for continued ship operations, though it does not have the associated capacitive systems to sustain energy weapons, a dedicated design of extracting power into capacitor systems would be best for that goal, and several promising designs of combined thrust and PPC systems have been drawn up.

Saint Laurent NT Engine [NTE]
The "Saint-Laurent" NTE is an integrated set of liquid hydrogen tanks that are fed through a solid core pulsed projection Uranium Fission reactor and expelled to generate thrust. Generates electricity from an attached alternator. It reaches combat speeds of 3, and out of combat speeds of 4.
Values: Cost:7, Maint 4 Thrust 4(3)
Tags:Rear


Design: "Bouillon" Hardened Spacefaring Corvette Hull
As much as our Rubiks have bled for the glory of the 12th Society, it would be kinda nice if they didn't bleed so much.  Our 1st gen Corvette hull has proven vulnerable to enemy weaponry, and wasn't designed with Parasite bays in mind.  The "Bouillon" is a 2nd gen Corvette hull, implementing armor, thermal management, and a dedicated Parasite hanger bay.

The armor is additionally adapted to counter our adversary's laser weaponry, consisting of a highly reflective polished metal exterior ontop an insulating ceramic underlayer. Additional radiator assemblies and fluid lines provide a baseline of combat heat management.  A slot engineered for a Parasite hanger is located on the Port midsection.  Like it's predecessor, it is not intended for atmospheric operations.

Values: Aerodynamic 1, Internal 1, Armor 4, Thermal 2
Tags:
Cost: 17
Template:
Code: [Select]
[ ]HnG[ ]
[ ]Int[ ]
[ ][ ][ ]
Difficulty: Normal
2d4--> 2+1 [Buggy mess]

The Boullon Corvette Frame is a frame with several problems that have plagued it since it’s conception in the simulacrums. As a second generation framework, it invokes latest generation armoring and structure schema bent towards defeating infrared laser systems. It is just short of being a frigate in component volume, though by weight it is certainly heavy enough, and integrates expanded thermal systems that can deal with virtually any thermal output our technology can create due to the expansive and redundant radiator systems that were integrated from the CCRaRA system.

Designers have gone overboard on several aspects, leaving portions of the craft with weaknesses in the design. The radiator systems are sprawling, massive and pervasive throughout the design. Oor radiator paneling systems have triply redundant backup systems that NAV-COM questions the purpose of: It is highly likely that the radiators: delicate, easy to destroy when unfurled components would be anything but a weighty liability in most situations, and such redundancy is superfluous. Layers upon layers of ceramics containing coolant lines connecting to radiators weigh down the craft, but provide an incredible waste thermal output and storage. The Hangar bay is acceptably large, and is able to attach a hangar component without an issue due to structural reinforcements. It is still a weak point, however the damage would be contained to the hangar bay itself and no further due to interior bulkhead placement.
The armor is dense, layered and many times thick, to the point where the weight outpaces the protection provided by a full 33%. The ceramic-plastic that coats our hull is heavy, but although it’s cost was high, the generous budget estimation means that it is still within spec.
Although it has an incredible protective factor and thermal characteristics, this craft will have a massive propulsive requirement due to weighing almost twice as much as it’s components can bear, and will multiply maintenance costs derived from engines by 75%. It’s hull shape is capable of landing on low gravity moons without an atmosphere.

Weight: Thermal systems account for 3, Armor accounts for 5

"Bouillon" Hardened Spacefaring Corvette Hull
A incredibly heavy Corvette sized warship teetering on the edge of being a frigate in terms of component volume. It is equipped with very heavy ceramic plastic armor and  triply redundant thermal control systems that make the ship overturned for it’s engine volume, providing a 50% increase in maintenance costs for engine components to compensate for the mass Thermal Systems account for 3 weight, Armor accounts for 4 weight. Hangar Bay is vulnerable to damage but will not spread to surrounding systems.

Values: Aerodynamic 1, Internal 1, Weight 8, Thermal 5
Tags:
Cost: 17
Template:
Code: [Select]
[ ]HnG[ ]
[ ]Int[ ]
[ ][ ][ ]


Work on two Revisions.

Note: Armor as a value will be depreciated, I don’t use it on SB’s side and focus on the descriptor for deciding armor effectiveness. The Sabalier and its S variant will be converted to having a Weight of 5 & 6 respectively.

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: November 26, 2021, 01:10:41 am by Blood_Librarian »
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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #74 on: November 18, 2021, 12:07:56 pm »

There's only one real problem with the Bouillon in my opinion, so a single good revision should mitigate much of it.

Quote from: Bouillon Radiator Rethink
Whilst the initial design has indeed maximised the ship's thermal resistance properties, we have not taken into account the Law of Diminishing returns. Thus a review of the Radiators, Coolant network and the Metallo-Ceramic armour is required.

Common combat protocols tend to include a gentle spin in the ongoing axis to prevent a single point from being hit multiple times and to allow our own weapons to make way for others whilst they reload. This should give us an estimate on the amount of energy entering the system. We also don't need to last forever, only longer than an average engagement, so we can plan for a low thermal positive balance.

This should immediately give an upper bound on how much our armour must absorb and store, how much our coolant system must move, and how much our radiators must eject. Anytying above that can be freely cut without impacting operational efficiency, netting a reduction in cost, maintenance and weight (and thus engine efficiency, improving mobility and further reducing maintenance).

I have also tried my hand at designing a ship. Lemme know what you think.

Quote from: Sablier S "Mont Blanc" Gateship Frigate
This is the brawler version of our Sablier-S Frigate. On average, its slightly faster than the "Seine" class. I could've gone all out on the new engines for a blisteringly fast doomrocket, but the only thing on this that costs more is the huge ass spinal gun. Instead of having two Vorpal Gun blocks side-by-side, I've flanked it with the Main Gun system to increase our firing arc slightly whilst saving on cost.

Values: Cost: 73, Maintenance: 19, Thrust 8(6), PPC 4-4, Jump 6
Tags: Fire Control 2-2, Gate Bearer
Code: [Select]
[SB2]     [MGS]
[NTE][C5D][VGB]
[NTE][GA3][VGB]
[FLE]     [MGS]
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