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Author Topic: Aurora - The Dwarf Fortress of 4X Games  (Read 2852828 times)

RulerOfNothing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7875 on: October 29, 2011, 10:52:18 pm »

They use the combat drop module IIRC.
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7876 on: October 29, 2011, 10:55:28 pm »

Looks like 190 tons is the smallest I can come up with.

Spoiler (click to show/hide)

This is using the bare minimum upgrades, so the engine 'could' be pushed for more power but at less efficiency and stuff.  Its using High-Density Duranium armor too, which means less of it is needed.
« Last Edit: October 29, 2011, 10:58:04 pm by Crustypeanut »
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Neonivek

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7877 on: October 29, 2011, 10:55:51 pm »

They use the combat drop module IIRC.

Oddly enough this was the oddest thing about the game for me. Soldiers arn't too different.

I actually would have thought genetic engineering would include things like combat ability (given that we arn't too far off from using it for that reason in real life. HECK we already started)
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Sirus

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7878 on: October 29, 2011, 11:08:00 pm »

Crusty, that is surprisingly good for thermal engines. They'll only get better from here  :D

Neonivek, I'm guessing that such things will probably be added later.
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7879 on: October 29, 2011, 11:11:38 pm »

Crusty, that is surprisingly good for thermal engines. They'll only get better from here  :D

Neonivek, I'm guessing that such things will probably be added later.

Lol yup, 4k km/s isn't half bad at all.  Heres the design for the ship that carries the boarding vessels: I wasn't able to put a laser on it, so instead I gave it a bit more operating range.

Spoiler (click to show/hide)

Again, bare minimum.  It can carry two of the aformented Karve class Boarding Vessels.  The only downside is I'd need to find another way to punch a hole in the ships armor. 

Perhaps have one of these ships carrying two fighters with lasers? As long as they're under 250 tons each.  If they're not, then perhaps fit one with a more powerful laser into this ship, as it can carry a total of 500 tons..
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Neonivek

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7880 on: October 29, 2011, 11:12:30 pm »

Crusty, that is surprisingly good for thermal engines. They'll only get better from here  :D

Neonivek, I'm guessing that such things will probably be added later.

My vote is it won't. Aurora has focus on some areas but not on others... Whether or not you have crazy awsome soldiers and the enemy has vorpal entities of death created from darkmatter isn't what I expect from the game.
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Jacob/Lee

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7881 on: October 29, 2011, 11:14:59 pm »

...What kind of sensors should I put on an AMM escort ship? I'd need some specifics, they come out a bit too large for my taste... Maybe the sensors are too big. I don't know, I'm still a total noob when it comes to the military.

adwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7882 on: October 29, 2011, 11:16:12 pm »

Crusty you could make a third ship with several high power lasers to dig holes into the enemy ship.
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RulerOfNothing

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7883 on: October 29, 2011, 11:18:17 pm »

...What kind of sensors should I put on an AMM escort ship? I'd need some specifics, they come out a bit too large for my taste... Maybe the sensors are too big. I don't know, I'm still a total noob when it comes to the military.
You could just give the escort ships missile fire controls and have another ship (or ships) provide active sensor coverage. Your battlegroup should also have access to passive EM and thermal sensors so that they can react effectively to distant threats.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7884 on: October 29, 2011, 11:19:05 pm »

All troops are fundamentally identical, marines and garrison battalions are the same thing.  If you wanted you could deploy engineers into an enemy ship, though it wouldn't do much good.  The combat drop module is needed for instant excursion.  You can land troops on an enemy world normally, but you're probably going to have your dropship shredded.  Drop modules allow for instant drops.

I think your viking design should have two ships.  One heavy laser mounted on an engine to get at point blank range and blast a hole, and one fast troop ship.  Your laser ship could also mount a microwave, as these fry sensors and fire control.  If you knock out enemy firecon, they can't shoot down your incoming troopships, just make sure the firecon stays offline and isn't repaired!

Higher level armor allows for lighter armor.  All layers protect the same, but will weigh less.  So if you've got 10% armor by mass, you could add more layers for the same size.  This makes damage calculations infinitely easier!

Your minimum troop transport size is really an engine, a tiny fuel, a drop pod, and a command station.  That's pretty much the smallest you can get away with (unless it requires an engineering, in which case a tiny).

Troop transport bays: living quarters and garages for combat vehicles.  Combat drop module: they're strapped into the orbital descent pods and ready to eject into combat.  Keeping them loaded in the combat drop module causes a heavy morale penalty, so it's best to load them right before deploying.

AMM sensors: Resolution 1 at the biggest size you can afford.  You generally want to detect enemy missiles a bit further away than your AMM range, so if your missiles get 20m km range, try and get like 30m km sensor focus, with how missiles move you an fire it when it's out of range and they'll move into range.  And if you upgrade missiles you won't have to upgrade your firecon immediately either.

Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7885 on: October 29, 2011, 11:19:16 pm »

...What kind of sensors should I put on an AMM escort ship? I'd need some specifics, they come out a bit too large for my taste... Maybe the sensors are too big. I don't know, I'm still a total noob when it comes to the military.

Something that can track very tiny, very fast moving objects.

It would have to be resolution 1 of course, then make its range (aka sensor module size) how ever big/small you want it.  Generally you'd want to keep it big enough so you can detect, target, and launch the AMM's before the missiles hit you.

 
Crusty you could make a third ship with several high power lasers to dig holes into the enemy ship.

Designing a similar fighter for that exact purpose now.  Its kind of weak though, and it can only fire once every 5 minutes at the moment.. but this is very low tech of course.
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Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7886 on: October 29, 2011, 11:25:29 pm »

Heres the fighter I came up with.. because of its super low tech, I'm afraid it won't be very useful in punching a hole in anything's armor.. so I might have to look into simply making a FAC or a larger fighter for it. 

As it stands, each Longship Fighter Transport can carry two of these.  Each one can only fire every 5 minutes, which I feel is.. rather pathetic.  Its mainly due to the decreased size of the laser, which makes it take 20x longer to recharge.  With additional tech this won't be as much of an issue, but it'll still be slow.

Spoiler (click to show/hide)
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adwarf

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7887 on: October 29, 2011, 11:26:53 pm »

Well start game, and I decide to spend 35 years researching purely fire control/sensor technology ... I think they are adequate for now.
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Girlinhat

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7888 on: October 29, 2011, 11:29:08 pm »

The slow reload is ok for fighters.  Their main purpose is to put a weapon at the enemy briefly.  Often they're used as forward missile mounts, able to take your 60m km missile and put the launcher at 500m km via fighter movement.  That range boost to your missiles is killer.  Or dogfighting fighters will need a small laser, usually a gausse or railgun (whichever one has the triple burst) and fast reload.  Your bomber designs need a large payload that needs to hit once.  They can run away, recharge, and come in for another pass if needed.  Abuse the fighter's speed!  Also if you can lure the enemy far enough away, you can engage hyperdrive, which gives you 10x speed, but means a bigger engine and thus more weight and cost.  Still, having fighters that move 5 times the speed of light is pretty boss.

Also crusty, try and maximize your fighter size.  You've got 25 good tons there, a tiny shield or an extra layer of armor isn't a bad idea.

Crustypeanut

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Re: Aurora - The Dwarf Fortress of 4X Games
« Reply #7889 on: October 29, 2011, 11:31:08 pm »

Also crusty, try and maximize your fighter size.  You've got 25 good tons there, a tiny shield or an extra layer of armor isn't a bad idea.

The only reason I didn't maximize the size was so I can keep the speed at its max.  Plus, no matter what I put on there it keeps getting to 255 tons, 5 over the limit.  Probably due to the armor layer just adding that 5 extra tons once it hits 250 tons.. :\

Edit: Actually, I was able to put 4 more .1 sized fuel tanks onto it and it reached exactly 250.  It added 10 tons with the first .1 I added, 5 tons for each consecutive one.  Lets see what I could put on there..
« Last Edit: October 29, 2011, 11:34:32 pm by Crustypeanut »
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