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Author Topic: Elysium Command: Elysium De La 12th Société  (Read 14495 times)

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #75 on: November 18, 2021, 04:59:19 pm »

The NTE turned out okay.

The other design...

Hmm, that hull is salvagable.  Trade in some of the excess radiators and that should hopefully cut enough mass to fix the engine maint penalty.  (As we're going from 2 maint HeA to 4 maint NTE that multiplier is going to hurt in the long run.)  On a good roll, we might keep the keep the over-engineered thermal management, though I'd expect to lose a point there otherwise.  Looks like the Bouillon Radiator Rethink should handle that.

I haven't settled on an idea for a second revision yet.  Fixing up the Combat Radiator or Lagrange Squadron wouldn't be a bad idea though.

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #76 on: November 21, 2021, 01:36:28 am »

Revision: G-LOC Preventative Flight Helmet
Quote
With a phenomenally high thrust to weight ratio, our Parasite fighters are physically capable of high performance manuevers well into the double-digit G acceleration.  Shame our pilots can take only a few seconds at 9 G's before G-force induced Loss of Consciousness (G-LOC) occurs.  Blood within the head and neck becomes too heavy for the heart to pump, resulting in a martial arts style blood choke within seconds.  Constrictive "G-suits" have helped, but the human heart simply isn't capable of instantaneously working ten times harder on demand.
The G-LOC Preventative Flight Helmet is designed to assist the heart in this time of need.  Intravenous needles taps into the major blood vessels of the neck.  Based on an accelerometer in the helmet, a pump activates to keep blood circulating.  With Flight Surgeon calibration and supervision, our Parasite pilots should be better able to push their craft's performance envelope before hitting G-LOC.


Alright, refits?  So we only have three Rubiks hulls left, the two gateships and the last surviving Griffon.  All three use first gen engines.  The gateships use old gatekeys, 1st gen solar panels, and no fire control.

I'll start with the easy one, the Griffon...

Griffon:
Code: [Select]
[HeE][nAC][MGS]
[HeE][C5D][nAC]
[HeE][nAC][MGS]

Griffon Refit:
Code: [Select]
[NTE][nAC][MGS]
[NTE][C5D][VGB]
[NTE][CCR][VGB]
Working back to front:  1st gen engines up to NTE.  With trade-in, that's 9 production.  Trash one of the underpowered nAC modules in favor of the thermal management (CCR), so it can take laser hits better for 5 production.  Up front, trade out one MGS and nAC for a Vorpal Gun Battery.  With trade-in, only 3 to strap on the heavy gunnery.
17 production total, but will nearly double unmodified maint from 10 to 19.  Worth pointing out 12 of 19 maint is just the NTE's, hungry bastards.

Slayer:
Code: [Select]
[HeE][nAC][SBP]
[HeE][GA2][nAC]
[HeE][nAC][SBP]

(Unsurprisingly, there's been a long standing bookkeeping error on this ship.  On turn -2, both the Slayer and Aura were built with GA2's.  At some point, Slayer's key got downgrading to GA1?).

Slayer Refit:
Code: [Select]
[NTE][nAC][SB2]
[HeA][GA3][INT]
[NTE][nAC][CCR]
So our old gateships are kinda useless in combat.  They don't even have C5D if we wanted to risk them with direct combat.  So instead I stuck a single bomber wing on them, so they can at least to something at standoff range.  Again, back to front:  1st gen engines swapped out for partial NTE's (as a standoff platform, might as well save 2 maint here.)  With trade-in, 7 production.  Moving to 3rd gen gatekey saves us a solar panel and 1 maint, but counts as free as it's actually cheaper than the original?  Upfront are the major changes, 2nd gen solar panel, bomber hanger, and a combat coolant reservoir.  Solar panel gets a trade in, but everything else is full sticker price: 14 production here.
21 production total.  Unmoddified maint more than doubles from 9 to 19.  Again, those NTE's are hungry.

Aura:
Code: [Select]
[HeE][SBP][nAC]
[HeE][GA2][nAC]
[HeE][SBP][nAC]

Aura Refit:
Code: [Select]
[NTE][SB2][nAC]
[HeA][GA3][INT]
[NTE][CCR][nAC]
Basically the same resulting components as the Slayer, except the autocannons are moved around.  For the sake of completeness...  1st gen engines swapped out for partial NTE's, 7 production.  3rd gen gatekey, upgraded solar panel, and excess solar panel gets trashed for a CCR, 7 production.  Trash one autocannon upfront to add the bomber hanger,  7 production.
21 production total, 8 to 19 maint.

So that's 59 production right there in refits.

Going over bookkeeping further, also GM shorted us Terra-02, "Mundus" along with a partially built Terra-03.

In terms of further prototyping, another gateship seems redundant now that we can keep the Aura and Slayer around.  The proposed "Mont Blanc" (great name choice BTW) is really expensive for a big slow hull with only one VGB and one hanger.  Even un-revised, a Boullion hull prototype could match that firepower with better thermal resistance, cost, and speed.  I was thinking something more along the lines of this:

Prototype: "Chartreux" Assault Corvette
Quote
With only one Griffon remaining, the "Chartreux" is intended as a direct replacement for that role.  The ship features a primary armanent of a VGB on a 2nd gen "Bouillon" corvette hull fully propelled by NTE's.  The native hanger is fully armed with an Intrepide Bomber Squadron.  Already excellent thermal management is augmented by a supplementary CCR.  Per 12th Society fleet doctrine, the Chartreux lacks a gate key as it is intended to operate in a Squadron with gateships.

Values: 66 Cost. 20 Maint.  Aero 1.  Thermal 7?  Thrust 12 (9)?  (I have no idea how weight is calc'd now.)
Tags: Fire Control 2

Code: [Select]
[NTE][INT][nAC]
[NTE][C5D][VGB]
[NTE][CCR][VGB]

Quote from: Revision Votebox (Pick 2)
(1) Bouillon Radiator Rethink: ConscriptFive
(1) G-LOC Preventative Flight Helmet: ConscriptFive
« Last Edit: November 22, 2021, 11:06:51 pm by ConscriptFive »
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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #77 on: November 23, 2021, 08:43:13 am »

Quote from: Revision Votebox (Pick 2)
(2) Bouillon Radiator Rethink: ConscriptFive, Kashyyk
(2) G-LOC Preventative Flight Helmet: ConscriptFive

Quote from: Prototyping?
() Mont Blanc :
(1) Chartreax : Kashyyk

Figured I'd add votes for pattern prototypes as well.
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #78 on: November 25, 2021, 12:28:29 pm »

Just to confirm, you want to do work on refitting all the warships that Conscript wrote up?

Also as for the error on the Terra's:
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.

It will eb fixed according ot this post, Mundus and Terra-03 with 10 resournces invested will be addded to production lists.
« Last Edit: November 25, 2021, 07:11:17 pm by Blood_Librarian »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #79 on: November 30, 2021, 10:54:14 am »

Back from holiday.

Something else about the Chartreax: naming-wise it's a fancy French cat.  It's replacing the "Griffon," a fancy French dog.  (Lorewise, the pet cats probably didn't do so well during the famine either.)  Just as Griffon corvettes were named after dog breeds, Chartreax corvettes should follow with cat breeds.  ( https://en.wikipedia.org/wiki/List_of_cat_breeds )

Quote from: Revision Votebox (Pick 2)
(2) Bouillon Radiator Rethink: ConscriptFive, Kashyyk
(2) G-LOC Preventative Flight Helmet: ConscriptFive, Kashyyk

Quote from: Prototyping?
(0) Mont Blanc :
(2) Chartreax : Kashyyk, ConscriptFive

Quote from: Do Those Refits CFive Wrote About?
(1) Yeah: ConscriptFive
(0) Nope:

Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #80 on: November 30, 2021, 11:16:06 am »

Yeah, let's do the thing.

Quote from: Revision Votebox (Pick 2)
(2) Bouillon Radiator Rethink: ConscriptFive, Kashyyk
(2) G-LOC Preventative Flight Helmet: ConscriptFive, Kashyyk

Quote from: Prototyping?
(0) Mont Blanc :
(2) Chartreax : Kashyyk, ConscriptFive

Quote from: Do Those Refits CFive Wrote About?
(2) Yeah: ConscriptFive, Kashyyk
(0) Nope:
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #81 on: December 03, 2021, 03:25:31 am »

Elysium Command Arms Race of Conquest: Operationalization Phase
Turn 3


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. Anything 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).


Difficulty: Normal
2d4--> 3+4 [Average]

The radiator systems of the Bouillon were somewhat integral to the design, and it was not trivial to scale back the incredibly large amount of systems that lined the ship. They were with such an incredible size because it was capable of mitigating the local thermal impact from enemy lasers, largely to the width of th enemies optics, approximately 4 inches, rather than the point in which the the thermal energy blooms into not dangerous levels of energy over a wider area, With out our high yield coolant systems  enemy firepower would compromise armor plates with a length of two feet from the center of a pulse in in the Ceramo-Metal Armor. As such, even though there is an overall incredible thermal negative, it is difficult to sustain the sub zero massive cooling that mitigates enemy fire power if the systems are scaled back.

A compromise was made, the hundreds of tons of radiator transport equipment was reduced so that the bloom would only have to reach an average of a foot before thermal systems can prevent further damage. This is a reduction of radiative equipment of over 66%!

The actual revision work was serious, thorough and tedious, as simulacrum time was not sufficient in totally correcting all the faults, the armor is essentially all newly shaped. This new variant is called the L variant because it is lighter in mass and cost. It pushes it to the edge of being overweight, which is still a dramatic improvement.


"Bouillon" L Variant 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 powerful thermal control systems that make the push the ship on being overtonned for it’s engine volume, providing a 10% increase in maintenance costs for engine components to compensate for the mass Thermal Systems account for 1 weight, Armor accounts for 5 weight. Hangar Bay is vulnerable to damage but will not spread to surrounding systems.

Values: Aerodynamic 1, Internal 1, Weight 6, Thermal 3, Cost 16
Tags:
Template:
Code: [Select]
[ ]HnG[ ]
[ ]Int[ ]
[ ][ ][ ]


Revision: G-LOC Preventative Flight Helmet
Quote
With a phenomenally high thrust to weight ratio, our Parasite fighters are physically capable of high performance manuevers well into the double-digit G acceleration.  Shame our pilots can take only a few seconds at 9 G's before G-force induced Loss of Consciousness (G-LOC) occurs.  Blood within the head and neck becomes too heavy for the heart to pump, resulting in a martial arts style blood choke within seconds.  Constrictive "G-suits" have helped, but the human heart simply isn't capable of instantaneously working ten times harder on demand.
The G-LOC Preventative Flight Helmet is designed to assist the heart in this time of need.  Intravenous needles taps into the major blood vessels of the neck.  Based on an accelerometer in the helmet, a pump activates to keep blood circulating.  With Flight Surgeon calibration and supervision, our Parasite pilots should be better able to push their craft's performance envelope before hitting G-LOC.

Difficulty: Hard
2d4--> 1+2 - 1 [Utter failure]

Augmentation has been a long-time thorny and unstable field. The augmentative shadow cabals that  do their damndest to keep themselves relevant by intruding on our scientific research have largely suppressed knowledge of a critical aspect of augmentative practice up until now.

It is the concept of going all the way, or only dipping a toe in, so that the conflict between Flesh and Metal does not occur. The Splitting of Metal and Blood, or a long time ago known as the Yun-Dubois effect was one that was common knowledge in the Era of 100,000 stars, in that augmentative affairs must affect as little as possible of the human body or completely supplant it. There are psychological and physical effects that occur in the middle zone that increase in danger as it closes towards 50%, and closely relates to the top-tier functioning of our fighter pilots with regards to the G-LOC program.  The previous era had a decisive, deadly conflict over embracing the parahuman complete cybernetic augmentation versus moving towards bio, nano (if the myths are true.), and pharma augmentative procedures that do not have to deal with the Splitting.

The attempts of installing replacement heart systems that augmented the circulatory system required far more significant neural, and physiological effects than initially projected. Close to 20% of the body by volume had to receive operational augmentations, mainly centered on the augmentation of specialized regulatory systems in the joints, heart and lungs of the user so that the pump does not cause something akin to decompression sickness after disengaging.

Synchronization issues along with fluid simulation broke down on a large scale in simulacrum tests, and no optimal method of timing the pump could be made in a manner sufficient and robust enough for a assault craft, and instead an approach was made that initiated a cardiac arrest while the pump was online, and immediately restarting the heart through bionic stimulators afterwards.

While initial trials were promising, successive issues involving rejection, neurally degeneration and unwanted feedback resulted in crippled subjects, with a 80% failure rate in testing. Such rates are unacceptable for military paradigms, as often the augmentations must come after significant investment in the individual has been put forth, and as a result no real feasible module that can be installed onto a ship was made before deadlines came and went.

Long term health prospects for augmented individuals are low, and among other side effects, Atrial fibrillation is common. Overall, our technology will need to be much more finely tuned before we can accomplish the high-G resistance augmentation procedures

Operationalizations
Griffon:
Code: [Select]
[HeE][nAC][MGS]
[HeE][C5D][nAC]
[HeE][nAC][MGS]

Griffon Refit:
Code: [Select]
[NTE][nAC][MGS]
[NTE][C5D][VGB]
[NTE][CCR][VGB]
Working back to front:  1st gen engines up to NTE.  With trade-in, that's 9 production.  Trash one of the underpowered nAC modules in favor of the thermal management (CCR), so it can take laser hits better for 5 production.  Up front, trade out one MGS and nAC for a Vorpal Gun Battery.  With trade-in, only 3 to strap on the heavy gunnery.
17 production total, but will nearly double unmodified maint from 10 to 19.  Worth pointing out 12 of 19 maint is just the NTE's, hungry bastards.

Combat Corvette Rubik: Assault Gunship “Griffon” Variant
The Griffon is a heavily armed nuclear gun-ship originally dedicated to assault-and-fade tactics.  Nuclear engines have been jury rigged into it’s hypergolic plumbing, with dangerous, efficient results that is predicated on the over engineered thrusting grids. The interior consists of a heavily armored command and control station with luxurious settings for the deck officers. Autoloaders and turret balls have been almost entirely ripped out for a makeshift coolant system, and the internals have been gutted to support larger, powerful autoloaders for the set of four Vorpal Cannons in battery formation, firing 160mm shells through a average bore-length cannon, resulting in incredible firepower. It is bespoke with a set of two, shorter, 160mm cannons of inferior make. The Vorpal Gun Barrels stick out of the hull by several meters, and are supported by telescoping structural members to maneuver the barrels. The Vorpal guns utilize Second Generation APDSDU “Hammerhead”  rounds and Combination radar and thermal proximity detonator shaped charge “Slicer” rounds.
Format
[NTE][nAC][MGS]
[NTE][C5D][VGB]
[NTE][CCR][VGB]
Values:Cost: 54 Aerodynamic 1, Maintenance 19, Thrust 12(8) [[Thrust to Weight Ratio:1 Out of combat 4/3 In Combat 1/1 ]]
Tags:Fire Control 2, Thermal 2

Slayer:
Code: [Select]
[HeE][nAC][SBP]
[HeE][GA2][nAC]
[HeE][nAC][SBP]

(Unsurprisingly, there's been a long standing bookkeeping error on this ship.  On turn -2, both the Slayer and Aura were built with GA2's.  At some point, Slayer's key got downgrading to GA1?).

Slayer Refit:
Code: [Select]
[NTE][nAC][SB2]
[HeA][GA3][PBS]
[NTE][nAC][CCR]
So our old gateships are kinda useless in combat.  They don't even have C5D if we wanted to risk them with direct combat.  So instead I stuck a single bomber wing on them, so they can at least to something at standoff range.  Again, back to front:  1st gen engines swapped out for partial NTE's (as a standoff platform, might as well save 2 maint here.)  With trade-in, 7 production.  Moving to 3rd gen gatekey saves us a solar panel and 1 maint, but counts as free as it's actually cheaper than the original?  Upfront are the major changes, 2nd gen solar panel, bomber hanger, and a combat coolant reservoir.  Solar panel gets a trade in, but everything else is full sticker price: 14 production here.
21 production total.  Unmoddified maint more than doubles from 9 to 19.  Again, those NTE's are hungry.

Combat Corvette Rubik: Flak Corvette “Slayer” Variant
The Slayer is a ship re-engineered to be dedicated to stand off tactics with second generation efficient nuclear engines and afterburners, Standing off is something it does well owing to its heritage of being 33% engine. The interior compartments are interspaced around a totally re-hauled gate key which make up the center of the craft. It is set with dozens upon more than two dozen turreted primitive autocannons interspersed to shoot down incoming ordinance and very close ships. portions of it’s surface area consist of solar panel and radiator emplacements, which drink greedily from the sun to fuel the Gate Key it holds.  It’s fore was hollowed out and replaced with a hangar bay for bombers, as well as a augmented cooling system.Higher than expected sensor emission & lower than expected sensor capabilities.
Format
[NTE][nAC][SB2]
[HeA][GA3][PBS]
[NTE][nAC][CCR]
Values:Cost 58, Aerodynamic 1, Maintenance 17, PPC 6*,  Thrust 9(8) [[Thrust to Weight Ratio:Out of combat 1/1 In Combat 8/9 ]], Jump 6
Tags: Thermal 2

Aura:
Code: [Select]
[HeE][SBP][nAC]
[HeE][GA2][nAC]
[HeE][SBP][nAC]

Aura Refit:
Code: [Select]
[NTE][SB2][nAC]
[HeA][GA3][PBS]
[NTE][CCR][nAC]
Basically the same resulting components as the Slayer, except the autocannons are moved around.  For the sake of completeness...  1st gen engines swapped out for partial NTE's, 7 production.  3rd gen gatekey, upgraded solar panel, and excess solar panel gets trashed for a CCR, 7 production.  Trash one autocannon upfront to add the bomber hanger,  7 production.
21 production total, 8 to 19 maint.

Combat Corvette Rubik:  “Aura” Variant
The Aura is a very high maneuverability & speed craft, capable of advanced maneuvers and techniques owing to the fact that about a third of its mass is dedicated to it’s it’s revamped thermonuclear engines. The interior compartments are interspaced around the newer Gate Key,. It is set with dozens upon dozens of turreted primitive autocannons. Large portions of it’s surface area consist of advanced solar panel and radiator emplacements, which drink greedily from the sun to fuel the Gate Key it holds. Its front was hollowed out and filled with a crude hangarbay for a Parasite Bomber group to launch from.
Format
[NTE][SB2][nAC]
[HeA][GA3][PBS]
[NTE][CCR][nAC]

Values:Cost: 63, Aerodynamic 1, Maintenance 13, PPC 6*, Thrust 9(8)  [[Thrust to Weight Ratio:Out of combat 1/1 In Combat 8/9 ]], Jump 6
Tags: Thermal 2



Prototype: "Chartreux" Assault Corvette
With only one Griffon remaining, the "Chartreux '' is intended as a direct replacement for that role.  The ship features a primary armament of a VGB on a 2nd gen "Bouillon '' corvette hull fully propelled by NTE's.  The native hanger is fully armed with an Intrepide Bomber Squadron.  Already excellent thermal management is augmented by a supplementary CCR.  Per 12th Society fleet doctrine, the Chartreux lacks a gate key as it is intended to operate in a Squadron with gateships.

Values: 66 Cost. 20 Maint.  Aero 1.  Thermal 7?  Thrust 12 (9)?  (I have no idea how weight is calc'd now.)
Tags: Fire Control 2

Code: [Select]
[NTE][INT][nAC]
[NTE][C5D][VGB]
[NTE][CCR][VGB]
Difficulty: Normal (0 mod)
2d4--> 3+4 [Superior craftsmanship]
2d4-->1+4 [Average]
2d4--> 2+1 [Buggy mess]

The Chartreux Assault Corvette is every bit fitting for its designation as it takes full advantage of the Bouillon Corvette frame, filling it out with a rack of powerful nuclear thermal engines that put its fuel efficiency to an unparalleled level. Long-range missions are definitely more possible, as are assault and fade missions. NAV-Command has already plotted several high-stakes strike missions in Ross Star to further our interests in the system, and are eager to receive the ship ASAP.

The Chartreux frame was also chosen to be a testbed by NAV-INT, otherwise known in long form as Naval Intelligence. The end-state of the design process was taken from our department, and it is not totally our ship in terms of design anymore. The prototype has been seized, and will be operating independently from the main strike force and will not take orders until the next battle phase, though the counterparts at NAV-INT have assured us that they will be acting in the interests of the 12th Societe and Empereur Alfonzo the Great in the coming Cycle, up to and including combat operations.

NAV-INT has placed a large optical sensor on the ship, near as we can tell, one that is capable of spotting out contacts from a small distance compared to traditional systems, but it is thoroughly unjammable with thermal and radar measures, keeping a precise lock all the way up until one can touch the hull of the Chartreux, with massive data-hooks to the main gunnery systems.

Absolutely nothing bad will come of this particular arrangement with NAV-INT.

As a note, weight is calculated by adding up all the slots of a ship as well as any added weight by slotting in components and the hull of the ship itself. This number is then used to divide thrust to, to get a “Thrust to Weight Ratio”. The first number is the TWR out of combat, the second in combat. Note that Thrust is  an abstracted value, one that represents hte overall ability of the engines, no matter how much raw power it has, especially in the first aspect as a higher first number is a more fuel efficient system than anything else.

Assault Corvette Bouillon: "Chartreux" Variant
The Chartreux is a nuclear assault frigate. The hull consists of massive belts of composite armor with correspondingly advanced radiator systems designed to defeat laser systems. It is equipped with a 4 main gun systems, autocannon defense systems, a hangar bay of Parasite bombers, and a enhanced thermal system. It is all commanded by the hardened C5 decks. The Vorpal Gun Barrels stick out of the hull by several meters, and are supported by telescoping structural members to maneuver the barrels. The Vorpal guns utilize Second Generation APDSDU “Hammerhead”  rounds and Combination radar and thermal proximity detonator shaped charge “Slicer” rounds.
Format
[NTE][PBS][nAC]
[NTE][C5D][VGB]
[NTE][CCR][VGB]
Values: Cost 66 , Maint 20,  Aero 1, Weight 6, Thrust 12 (9)  [[Thrust to Weight Ratio:4/5 | 3/5]]
Tags: Fire Control 2 Thermal 3
Work on a strategic operations plan.

Note: Armor as a value will be depreciated, I used it as a synonym for “weight” and focused 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)
« Last Edit: December 09, 2021, 03:00:38 am by Blood_Librarian »
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #82 on: December 03, 2021, 03:31:34 am »

Separated into two posts due to character limits.

Spoiler: Designs (click to show/hide)

Spoiler: Operationalized Ships (click to show/hide)
« Last Edit: December 30, 2021, 12:00:37 pm by Blood_Librarian »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #83 on: December 06, 2021, 07:15:22 pm »

Well, looks like we maxed out the budget.  All that leaves is fleet deployment...

Quote from: Plan: Pirates of the Elysium
Summary: The fleet will be deployed in three squadrons across three systems.  A fast squadron will harass the center at Roses Star, while Seine gateship carriers with troopships will secure the Abyss Watcher and Universe Ignition Array.  Lacking a dominant force concentration, ideally our fleet should avoid high intensity conflict with SUCK in favor of securing strategic resources this turn.

Squadron Nietzche
GF Seine
FT Terra
Orders: Engage artifact guardians at Abyss Watcher and land marines to secure the system at Abyss Watcher.

Squadron Kelly
GF Marne
FT Mundus
Orders: Map lanes to the Universe Ignition Array and survey the system.  Land marines to secure the system.

Squadron Lafitte
CC Aura
FC Slayer
CT Briard
Orders: Execute Corsair operations upon SUCK-occupied Roses Star.  Comprising of the three fastest ships in the known universe, the Squadron should use that capability evade decisive engagement with military forces, especially if outnumbered.  Any disruption of outlying civilian infrastructure or logistics is of strategic benefit.  Coordinate operations with NAV INT J2.

Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #84 on: December 07, 2021, 08:54:29 am »

Quote from: Yarrrr!
(1) Pirates of the Elysium : Kashyyk
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Re: Elysium Command: Elysium De La 12th Société
« Reply #85 on: January 11, 2022, 08:08:03 pm »

Elysium Command Arms Race of Conquest: Design Phase
Turn 4


The halls of Elysium have become darker. The loss of so many full blooded high nobility has darkened the trajectory of our government. Martial conditions have restricted the freedom of the people, something that has not been seen since the beginning of the Collapse. Royal Guard forces in the same powered armor as our fleet marines patrol the corridors, and reign absolute control over the people. The Design bureau continues to operate. A message, delivered days after the attack on the Elysium from the Royal Praetorian Guard reads,

Quote
The Empereur lives. Continue providing our naval assets with the best warships possible in order to secure peace for our people.

Naval forces express their thanks at the effectiveness of the main guns of the Chartreux and similar warships despite the enemies focus on defensive technologies and large warships. Heuristic analysis tentatively states that ton per ton, our warships are still more effective in operations.


Work on a 2 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)
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if you want something wacky
Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #86 on: January 13, 2022, 01:09:13 am »

Wow, lot to digest there.  The most interesting part is the intel doc.  Alot of takeaways...

1. SUCK has an infrastructure design that gives them a whole system-worth of production.  (Endurance Class Mining Tug)
2. Their ships don't have any explicit command & control or fire control module?
3. Their lasers really do need that much PPC.
4. Their shields are a new thing they made that also gobbles up PPC like mad.
5. ...and they finally made a reactor so they don't need 2+ solar modules for every laser module anymore.
6. Our ships are roughly equivalent in cost, EXCEPT for their new PD corvette, that uses so many expensive components it cost 50% more than our new Chartreux corvette.

So it looks like we should do an production oriented infrastructure design to catch up there.  Reading the batreps, the GM really wants us to do some Electronic Warfare stuff, so that might be a design to do as well.  (I was hoping we'd have new some alien tech from either Abyss Watcher or Ignition Array this turn, but I guess that didn't work out.)

I'll try to get something written up Friday night or so.

Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #87 on: January 13, 2022, 02:45:00 pm »

Here's an infrastructure proposal, like theo ne suggested in the discord.

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 countred by the receiving catch net (just a coilgun in reverse) actively trying be an easy target. The pods include a set of RCS thrusters to finetune the trajectory as well.

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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #88 on: January 14, 2022, 12:55:09 am »

So here's why you don't put all your point defense in one very expensive basket...

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

Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #89 on: January 14, 2022, 07:41:24 am »

For the sake of variety, and because I liked the name, have an alternative option for EWar. Instead of drowning out the signals from our other ships, this one floods them with decoys, forcing thrn to guess at targets rather than only firing on the single viable ship holding a bullseye.

Quote from: Ship Module Design: Moineau Mort Decoy Target Cloud (MMD)
Inspired by comments by an old sensor operator about mistaking meteorites for Mining ships, the Moineau Mort was proposed. It's almost impossible to go unseen in space, but it is very possible to get confused for something else.

A full MM kit consists of a Hanger of Drones and a dedicated EWAR station to fine tune their positioning and output. These Drones are designed to emit a disproportionate amount of energy across the electromagnetic spectrum, tweaked to imitate their parent vessel. When deployed, they form up into a cloud around the vessel, obfuscating its position and causing hostiles to shoot blindly into the group in the hopes of hitting the real target.

Values: Cost 2, PPC -1, Maint
Tags: External Slot
« Last Edit: January 14, 2022, 07:52:15 am by Kashyyk »
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