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Author Topic: Let's Play Aurora - Ad Astra per Aspera  (Read 38486 times)

Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #105 on: February 04, 2012, 11:32:45 pm »

In my games I'm a big fan of defense bases because they're powerful, easy to build, and maintenance free.

So the readers will probably demand defense satellites. Thousands of them.

Wrong. If you're going to use fixed defences, do PDCs. Satellites are better used in JP defence.

Generally I build enough PDCs to cover the demanded protection rating. That way I can gather up my fleet without it causing unrest.

As for this game... we'll see! Particularly without missiles.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #106 on: February 05, 2012, 12:28:59 am »

Ok, I can see which way the wind is blowing  8)

So, pick one!

Code: [Select]
Sparta class Assault Shuttle    400 tons     33 Crew     75 BP      TCS 8  TH 184  EM 0
23000 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.2 Years     MSP 12    AFR 12%    IFR 0.2%    1YR 3    5YR 50    Max Repair 46 MSP
Drop Capacity: 1 Company   

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 10,000 Litres    Range 5.8 billion km   (69 hours at full power)

Pros: Very fast, so it can board ships still in motion. Most likely to successfully board moving craft.
Cons: No armor, putting the marines at high risk if the enemy has even a PD gun.

Code: [Select]
Warrior class Assault Shuttle    500 tons     39 Crew     96 BP      TCS 10  TH 184  EM 0
18400 km/s     Armour 4-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 4.22 Years     MSP 24    AFR 10%    IFR 0.1%    1YR 2    5YR 33    Max Repair 46 MSP
Drop Capacity: 1 Company   

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 20,000 Litres    Range 9.2 billion km   (5 days at full power)

Pros: Middle ground; has enough armor to withstand a few hits.
Cons: Slower and less capable against moving ships

Code: [Select]
Phalanx class Dropship    1,000 tons     41 Crew     162 BP      TCS 20  TH 184  EM 0
9200 km/s     Armour 4-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 4.32 Years     MSP 61    AFR 13%    IFR 0.2%    1YR 5    5YR 79    Max Repair 60 MSP
Drop Capacity: 1 Battalion   

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 30,000 Litres    Range 6.9 billion km   (8 days at full power)

Pros: Can deliver an entire Battalion for more firepower or planetary assaults.
Cons: Unlikely to successfully board anything going above 1,000 km/s.
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NRDL

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #107 on: February 05, 2012, 12:51:00 am »

Meh, balanced is good.  As long as the Warrior gets to the ships.  And as long as the marines are well trained. 
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GOD DAMN IT NRDL.
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EuchreJack

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #108 on: February 05, 2012, 02:11:22 am »

Perhaps a Warrior craft with half the fuel.  It's current fuel requirements seem overboard, and lowering fuel should increase speed.  Plus, doesn't fuel blow up if it's component is hit?  So, presumably two compartments of fuel would double the chances of a fatal component hit?

(Not an Aurora Combat Veteran is I)

Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #109 on: February 05, 2012, 03:12:36 am »

IIRC, fuel does not have a chance of secondary explosions. Magazines, engines, and reactors do. My vote is on the fast mover; the only stuff you're going to be successfully boarding will be commercial vessels and ships that are for all practical purposes wrecks, for the exact reason you described: it is nigh impossible for you to completely eliminate all of a ship's weapons, barring a lucky hit on FC or sensors, and nothing you can do to armor or shield an assault shuttle will be enough to actually keep it alive against a ship with hot weapons, while reducing velocity will make it much less effective (by which I mean more marines will be splatting on the hull or tumbling off into deep space) against targets that are practical.

If we really want to make a practice out of using assault shuttles against warships, we should invest research time in microwaves and design a model of gunship to use them, which would let us pop a given ship a few times to damage the engines, then use the MW to fry its sensors and FC, and then hit it with the assault shuttles.
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Delta Foxtrot

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #110 on: February 05, 2012, 08:01:17 am »

Sparta class sounds good. The less time our shuttle spends travelling to the target the better.
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Sheb

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #111 on: February 05, 2012, 09:33:27 am »

Plus, the Sparta fit in neatly with our 800 tons gunboat: we can just remove a FAC for two Sparta.

We should totally use other GB to cover them. IIRC, the AI will target larger vessels firsts, so a bunch of Sparta mixed in with other FACs should be safe and can dart at the last moment to board an enemy vessel. Once all enemy crafts are either infested with Marines or destroyed, the GB can move back and wait for the boarding to work.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #112 on: February 05, 2012, 01:19:34 pm »

Sparta it is.

They all excel in different situations I think. The Sparta will be great at boarding undamaged civilian ships if we find any and decide to go space pirate; The Warrior would have been great for boarding more orbital bases like the ones in Alpha Centauri. The Phalanx could deliver non marine units like assault infantry to planets or asteroid bases. Eventually we might use them all.

As for reducing fuel, non-fighter units are measured in 50 ton "hull spaces". I was just filling up the remaining bits of the last 50 tons with fuel tanks.
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Sheb

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #113 on: February 05, 2012, 03:22:31 pm »

Well, as I said it SHOULD be safe as long as there is a larger target running along with it. The "Close in with all GB, disable the missiles (including AMM) ships, land marines on all non-destroyed ships and run away" tactic should work without problem.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #114 on: February 05, 2012, 05:37:54 pm »

September 10, 2019: UHF engineers are quick to respond to Vice Admiral Hannah Avram's call for a ship capable of delivering boarding parties to crippled enemy craft

Code: [Select]
Sparta class Assault Shuttle    400 tons     33 Crew     75 BP      TCS 8  TH 184  EM 0
23000 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.2 Years     MSP 12    AFR 12%    IFR 0.2%    1YR 3    5YR 50    Max Repair 46 MSP
Drop Capacity: 1 Company   

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 10,000 Litres    Range 5.8 billion km   (69 hours at full power)

The assault shuttle is the fastest craft ever designed by Humanity, which is estimated to be crucial when boarding an enemy vessel that maintains any maneuvering capability. Unfortunately it sacrifices armor, endurance, and just about everything that could be sacrificed to achieve this speed; doctrine calls for the assault shuttles to be used once gunboats have softened the enemy's defenses.

Ground force training academies will also begin training marine companies as soon as the current troops, two engineering brigades intended for the ruins on Alpha Centauri, graduate.

Asteroid mines in the Sol system are rapidly being exhausted and the UHF lacks shipping capacity to quickly move their mines to new deposits. Phoenix yards begins preparation to build a new version of the Liberty freighter equipped with the faster Magneto-Plasma drive.

Code: [Select]
Liberty II class Freighter    34,600 tons     236 Crew     560 BP      TCS 692  TH 1400  EM 0
2023 km/s     Armour 1-94     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 10    Max Repair 50 MSP
Cargo 25000    Cargo Handling Multiplier 5   

Civilian Magneto-plasma Drive (7)    Power 200    Fuel Use 6%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 86.7 billion km   (496 days at full power)

November 8, 2019: Researchers on Earth develop a design that will make new starship engines much more fuel efficient. They start working on a way to trade that efficiency for better power.

December 23, 2019: Scientists develop improved electronic countermeasure systems. They begin a project to develop a smaller version more suitable to being used on gunboats.

January 4, 2020: While surveying the Lacaille 9352 system, a Semmes class detects active power systems coming from one of the system's asteroids. It appears to have similar characteristics to AC Automaton technology, though this is the first time a planetary (or in this case asteroidal) base has been observed. It appears the new troop transport will get a chance to prove itself once construction is completed.



January 15, 2020: A second AC base is detected on Asteroid #24, and a third base is later detected on Asteroid #28. For unknown reasons the AC Automatons seem to have heavily settled the Lacaille system.

February 16, 2020: Construction of a Jones class salvage ship finishes at Earth. The ship joins with a Liberty freighter and sets course for Alpha Centauri to begin salvaging the wrecks there.

February 18, 2020: The Outreach completes its work on jump gates in and out of Alpha Centauri. It begins work on gates to Lacaille so that the Jones will be able to salvage wrecks there.

April 22, 2020: Scientists complete work on miniaturized electronic countermeasures. The electronics specialists then begin work on improving the tracking speed of our fire control computers.

June 3, 2020: Earth develops improved terraforming techniques. The next goal will be to improve the technology of our research labs.

July 10, 2020: While salvaging a wreck, the Jones finds information on tier 2 Electronic Counter-countermeasures as well as 5 engines that appear to use confined nuclear fusion.



November 6, 2020: Scientists on Earth develop improved techniques for high power, low efficiency engines. The teams are reassigned to develop better capacitors for energy weapons.

November 26, 2020: The Jones drops off its first load of salvaged components at Earth. The Fusion drives are disassembled and analyzed, providing 6800 research points towards that technology. The remaining components are found to be at or below Humanity's current tech level and are scrapped for minerals.

January 1, 2021: The UHF releases a top secret summary on the current status of the human race.

Known Space
Spoiler (click to show/hide)

Human Colonies
Spoiler (click to show/hide)

UHF Navy
Spoiler (click to show/hide)
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Korbac

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #115 on: February 05, 2012, 05:44:52 pm »

Sparta it is, then!

I'd scrap the old Gunboats - As garrisons, they will just be blown up unsupported, and sending them as cannon fodder is unlikely to make the public chuffed.
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Sheb

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #116 on: February 05, 2012, 06:09:28 pm »

Well, they can serve to calm colonists, but not much else. Scrap them if no one need policing.

We should start integrating the Sparta in our fleet doctrine. I take it each Strike Carrier carry one Scipio/Semmes/Rodney, 2 (more) Rodneys and 7 Brazwell? Let's switch 2 of the Rodneys for 4 Sparta. The Rodneys should go in the Second Fleet.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #117 on: February 05, 2012, 06:25:17 pm »

Well, they can serve to calm colonists, but not much else. Scrap them if no one need policing.

We should start integrating the Sparta in our fleet doctrine. I take it each Strike Carrier carry one Scipio/Semmes/Rodney, 2 (more) Rodneys and 7 Brazwell? Let's switch 2 of the Rodneys for 4 Sparta. The Rodneys should go in the Second Fleet.

Well, the drop pods aren't long term berths for troops, so my plan was to fill a CVL with Spartas and have it in a fleet with an attached troop transport.

I will admit that I have never tried boarding before, I'm just hoping I can figure it out as I go along.

Edit: A CVL can hold 10 Spartas since they're small, which seems like enough for our purposes. A Troop transport should be able to hold 25 marine companies, but it will be awhile before we can train that many.
« Last Edit: February 05, 2012, 06:30:22 pm by Bremen »
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Sheb

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #118 on: February 05, 2012, 06:30:59 pm »

I think it's possible to transfer troops between ships. If so, the Troop Transport should stay behind, troops should be loaded in the pods right before the strike into an hostile system.

Don't forget to put a lot of cargo handling system on the troop transport so that the transfer doesn't take 10 days.

If this doesn't work, we'll need a specialized Boarding Carrier (and a better name for it.)
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #119 on: February 05, 2012, 10:46:16 pm »

I'd recommend a specialized carrier/transport as well; easier to keep things straight that way.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
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