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Author Topic: ShipMurdered, The story of Man, an Aurora 4x Lets Play (update March 29th)!!  (Read 15443 times)

Zangi

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Blurgh, I ask that this stuff be spoilered please.

1) Open Topic
2) Try to scroll down
3) Get moved up due to pictures loading
4) ???
5) <Insert complaint here>
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All life begins with Nu and ends with Nu...  This is the truth! This is my belief! ... At least for now...
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Tarran

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So true. :D
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Journier

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Blurgh, I ask that this stuff be spoilered please.

1) Open Topic
2) Try to scroll down
3) Get moved up due to pictures loading
4) ???
5) <Insert complaint here>

Do you know how much time it would take me to insert spoilers on like 100 pictures in multiple posts arghhh

 ;)
Done :)
« Last Edit: March 22, 2010, 12:35:21 am by Journier »
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Journier

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From things I've read, it sounds like 5000 km/s is serviceable early on.  With mid- to late-game technology, you should probably aim for 10000 km/s at a minimum for anything particularly mobile (as opposed to terraformers and other ships that sit around for months or years at any given location).  That's the impression I've gotten, anyway, from reading accounts of cosmic horrors (read:  Precursors and other things that go bump in the void).  Fortunately, I haven't yet run into anything (haven't explored much, either :P ), so I can't say whether that's a good guideline or not.
Here is an oldy but a goody

Speed-Armor-Firepower.

Pick 2.

---------------

It is not serviceable unless you sacrifice other things and my fleets wont be bothered by precursors because they will outnumber/ out armor/ them because i didn't burn an extra 50% hull space on engines.

Do the math and prove to me that 5000km/s is worth it compares to 2000km/s, It adds 15,000 tons to my 36,000 ton battleship to go from 2000km/s to 5000km/s.

That is silly. cmon guys ??

15,000 tons is a fuckton of armor or weapons.

We need the math shown for the idea that 5000 speed ship is somehow better than a 2000. So far my experience says for regular ships it doesn't matter. For ships that are made to catch the enemy or run then sure you can do that.
 :P

If you think I am irritated by this, I am not, I might create a WIKI article on aurora with math for this shit because everyone thinks 5000-10000km/s ships early on is somehow more capable because they have the off chance of retreating... (when against NPR's who generally design terribly fast ships that fail).

Bonus's to having high ship speed (5000km/s or more)

1) harder to hit by energy weapons and missiles. (ill see if i can figure out formula for this)
2) faster to get to target
3) chance to run away

Negatives of having high ship speed 5000km/s or more

1) more hull space used by VERY inefficient engines stacked before mid game. (as seen above 50% more hull space to gain 3,000 km/s)
2) Less room for weapons as engines use up all that space.
3) Less armor due to inefficient use of tonnage as engines stack. (Meaning less armor layers which = survivability to larger more advanced weapons)
4) huge fuel cost


Bonus's to having ship speed 2000km/s or less


1) Highly efficient usage of ship space for engines.
2) More useful ships that can fit more of something inside the same hull. (creating more devastating warships)
3)Armor is thicker providing longer lifespan in battles so you lose less ships or take less internal damage (reducing chance of major internal explosions on magazines etc)
4) more efficient use of fuel. This is a big deal later in game. you start sucking sorium down like it was going out of style from what i understand.

Negatives to having ship speed 2000km/s or less.

1) Missiles and other weapons have easier time targetting ships.
2) If you are in a losing situation retreat is very difficult without a total loss... (unless you seperate ships and go opposite directions)
3) slower to get to target destination

Now, My full answer to this argument about ship speed is this.

1500-2000km/s 40 years into the game with early game engine tech is plenty!

As I research new engine technology i bump ship speed slightly to match the new efficiency and size decrease that the engines make available.(the first engine tech to second engine tech provides a 60% increase in thrust) (lvl 2 to lvl 3 engine technology gives a 50%ish thrust increase) this gets worse as the engine techs are researched from technology to technology actually the final engine tech only ends up giving a 25% increase over the 2nd from last. When i get the lvl 3? engine tech Magneto plasma drive ill bump them to 2400km/s then 2600, then 2800 or something like that.

My design philosophy for this game is the following.

Fleets- Fleets of ships will all have a standard speed so as to not make them waste their precious tonnage.

Heavy Ships- Heavy ships will have the lowest common denominator for fleet ships, each newer engine technology will raise this.

Frigates- Frigates will tend follow the LCD unless they have a specific purpose to chase enemy ships.

Fighters- Fighters will exceed 10,000 Km/s , these are  made for the very specific purpose of chasing enemy ships always.

Missiles- The longest ranged weapon in the game and quite fast as well. can exceed 35,000 speed even at early tech. But with speed it sacrifices damage or fuel to get that capability, same as with ships.
« Last Edit: March 22, 2010, 12:58:38 am by Journier »
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Tarran

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You favor weapons as much as I favor speed, and you can negate the armor disadvantage by using shields, and turn that disadvantage into a advantage (hit-and-run), as long as you have fuel :P.

and, being able to run away may not sound like a great advantage, but what if you can't win, and you gambled by sending half your fleet? (answer, you are screwed)

You also get bombarded by missiles longer, that may not sound that bad with extra armor, but you risk a lot if the enemy gets lucky.

so please, just create some fast ships, a mix will give you a huge advantage, as you will have the best of both worlds, and the slower the ship the lower the fuel loss, so you can have both fast ships and power ships in the same fleet, and that means even if you get in a sticky situation you won't lose everyone.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Earthquake Damage

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Hey, don't go hittin' me up for proof!  Given my limited experience, I just know (the conclusions I've drawn from) what I've read.

Besides, there is no proof.  This game is complex enough that there appears to be no One True Design Philosophy.  Any ship design (incl fast lightly-armored bruisers) has a counter.  Such is the general consensus AFAICT on the official forum, anyway.

A slow ship certainly has serious disadvantages when outmatched (can't run).  Slow ships also probably don't make optimal use of beam weapons unless they have extremely heavy defenses (i.e. you can't flit about just inside your beam range but just outside the enemy's, assuming you out-range them).  A slow missile ship is probably quite viable, assuming you can out-missile the enemy, so to speak, before they close to beam range.  I suppose the key to ship design is compensating for a ship's weaknesses.

You should probably consider, though, that slow-moving ships may impede growth and wealth (slow civilians don't make trade runs as often) and may substantially slow various non-combat operations (towing, salvage, transfer of population/installations/prefab parts, and so forth).  Even if you choose the juggernaut route for your combat ships, you may want more speed for your labor fleet (perhaps smaller ships but more of them).

Just some thoughts from an inexperienced player.  Take them for what they're worth.  :P
« Last Edit: March 22, 2010, 01:09:13 am by Earthquake Damage »
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Journier

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Quote
so please, just create some fast ships, a mix will give you a huge advantage, as you will have the best of both worlds, and the slower the ship the lower the fuel loss, so you can have both fast ships and power ships in the same fleet, and that means even if you get in a sticky situation you won't lose everyone.

I am planning on it, my last post for this succession has me reorganizing my fleet yards ^_^  six 10,000 ton shipyards is for frigates (gunboats) that will be fleet support / skirmishers.
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Journier

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Hey, don't go hittin' me up for proof!  Given my limited experience, I just know (the conclusions I've drawn from) what I've read.

Besides, there is no proof.  This game is complex enough that there appears to be no One True Design Philosophy.  Any ship design (incl fast lightly-armored bruisers) has a counter.  Such is the general consensus AFAICT on the official forum, anyway.

A slow ship certainly has serious disadvantages when outmatched (can't run).  Slow ships also probably don't make optimal use of beam weapons unless they have extremely heavy defenses (i.e. you can't flit about just inside your beam range but just outside the enemy's, assuming you out-range them).  A slow missile ship is probably quite viable, assuming you can out-missile the enemy, so to speak, before they close to beam range.  I suppose the key to ship design is compensating for a ship's weaknesses.

You should probably consider, though, that slow-moving ships may impede growth and wealth (slow civilians don't make trade runs as often) and may substantially slow various non-combat operations (towing, salvage, transfer of population/installations/prefab parts, and so forth).  Even if you choose the juggernaut route for your combat ships, you may want more speed for your labor fleet (perhaps smaller ships but more of them).

Just some thoughts from an inexperienced player.  Take them for what they're worth.  :P

true, and with civilian ships it doesn't matter since they will build them for free (hence ive been building ginormous transports/ colony ships  :D But they arent fast, i might change that for colony and cargo ships when i get my next engine tech.
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Earthquake Damage

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true, and with civilian ships it doesn't matter since they will build them for free (hence ive been building ginormous transports/ colony ships  :D

I assume you mean they are free for you, and only when they earn a net profit.  The shipping lines spend wealth in the ballpark of a ship's build cost.  I've had to subsidize mine several times because, between low-income trade runs (1-cryo-tank and 5-cargo-hold ships, mostly on the Earth-Mars route -- being a fool, I gave them minimal engines to keep the build cost down) and dividends, they have a hard time keeping enough cash on hand to afford more ships.  Maybe I should design some massive ships and give them enough cash to build one in hope that they'll start turning a profit?
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Tarran

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so please, just create some fast ships, a mix will give you a huge advantage, as you will have the best of both worlds, and the slower the ship the lower the fuel loss, so you can have both fast ships and power ships in the same fleet, and that means even if you get in a sticky situation you won't lose everyone.

I am planning on it, my last post for this succession has me reorganizing my fleet yards ^_^  six 10,000 ton shipyards is for frigates (gunboats) that will be fleet support / skirmishers.

Don't forget though, a fast scout is way better than a armored one! after all, it takes long enough to build them, let alone lose them!
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Journier

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true, and with civilian ships it doesn't matter since they will build them for free (hence ive been building ginormous transports/ colony ships  :D

I assume you mean they are free for you, and only when they earn a net profit.  The shipping lines spend wealth in the ballpark of a ship's build cost.  I've had to subsidize mine several times because, between low-income trade runs (1-cryo-tank and 5-cargo-hold ships, mostly on the Earth-Mars route -- being a fool, I gave them minimal engines to keep the build cost down) and dividends, they have a hard time keeping enough cash on hand to afford more ships.  Maybe I should design some massive ships and give them enough cash to build one in hope that they'll start turning a profit?

If you find my civilian shipping line info, thats what I did, and they are creating 30-35% of my empires income with 150,000 ton cargo and colony and luxury liners now.
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Tarran

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Bump, is this done? I can understand if it is. :(
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Journier

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Well i just played my first 10 years of my other succession. I am not done with this, i am actually playing the finishing pieces of my last post, then starting a new one tonight for this succession.

As you know Designing ships is the most time consuming part of Aurora ^_^ and i have all these new shipyards that I need to design specific ship designs to use space for.
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Journier

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2085-2095

The year 2086 was quite daunting for the Fleet Admiralty.

The reason for this was that I went in and fired all their asses and designed 8 new classes of ships, for easy Organization of fleets.

This followed my 10 year plan to build a strong shipyard capacity at New Earth. Seen here.

M0 Station and PDC Designs
Spoiler (click to show/hide)

M1 Ship Designs

Spoiler (click to show/hide)

M2 Ship Designs

To be announced

M3 Ship Designs


The Hood Mk2

Spoiler (click to show/hide)

The Iron Duke Command and Control
Spoiler (click to show/hide)

M4 Ship Designs


The Edward VII
Spoiler (click to show/hide)

The Audacious

Spoiler (click to show/hide)

M5 Ship Designs
Spoiler (click to show/hide)

M6 Ship Designs

The Blade

Spoiler (click to show/hide)

The SwiftSure Mk2
Spoiler (click to show/hide)

M7 Ship Designs

Spoiler (click to show/hide)


Spoiler (click to show/hide)

M8 Ship Designs


System Exploration currently





2088

September 16th

First contact occurred with the Gliese 370 aliens

However First contact was them coming in and killing my gate construction ship...

This worries me. Also their EM signature is fucknormous. Its a new scientific term we use to show aliens.



See that planetary signature?

Here is Earths, the most developed planet Humanity Has!


We are so fucked.

My Battlefleet is on its way to quell this alien insurrection.

This shit is gonna get ugly fast just look at these monstrosity's.

They are quite funny looking, but we are building special Military divisions to take them over that specialize in the task.
Look at these ugly bastards, Mean fuckers to!

YOU WILL PAY ALIEN SCUM!

I looked to the private industry for men to take on this task and here they are

Men that are capable of the job
Current Galaxy view  Early 2089


They attacked us the first and second time while we were still preparing.

They ran into the Luyten system and fucked up a small scouting force of destroyers with jump ships.

Spoiler (click to show/hide)

To say I was suprised and put into a rage is saying too little.

The 3rd attack will be ours, and not only will it be ours it will be the Final Solution.

Our battle fleet is prepared.
1x    Earth Echo Mk1
1x    Iron Duke Mk2
6x    Hood Mk2
6x    Hood Mk1
19x  Edward VII Mk1's

It will be Long and coming hard but we are determined to pay back those seals for unwarranted attacks and make the most of their planetary resources after they die my girlfriend likes some seal skin coats, and I gotta make her happy now dont I?




The following historical footage is from the battle for the Gliese 370 Battle. All accounts and testimony are from survivors of the longest month in Humanity's History.

Spoiler (click to show/hide)

And that was the entire gigantic fucking battle for Gliese 370. Alot of good men and seals died that day but the victor was obviously man. It was the first true win our species has ever had. And it was a fine one. We were out numbered in every way but took the win home.
« Last Edit: March 29, 2010, 08:50:52 pm by Journier »
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Tarran

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Nice, the only problem is the Iron Duke, it is defenseless, it may be used in the middle of a fleet but when it is caught alone it is 100% screwed, give it lasers or something so it can defend itself, as crew, officers and time don't come cheap.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.
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