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Author Topic: Let's Play Aurora - Ad Astra per Aspera  (Read 38120 times)

Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #30 on: January 30, 2012, 06:07:12 pm »

March 22, 2012: After some discussion, it is decided that communication should be attempted with the aliens. Scientists begin transmitting a signal to the vessel, and receive an untranslatable answer in return.



Early results are not encouraging.

April 27, 2012, Scientists develop a new engine design suitable for fighter type craft. New projects are launched to develop stronger particle beam weapons and also a unit of ground forces specialized in zero-g boarding maneuvers.

Attempts to communicate with the aliens continue, though they have yet to show much promise.

July 2, 2012: The Gravsurvey task force discovers the system of Ross 128 beyond the Hope system. Ross 128 contains an Oxygen/nitrogen world with a pleasant temperature and low (though livable) gravity; unfortunately the atmosphere is too thin to be breathable. It appears to be an ideal candidate for future terraforming.

July 23, 2012: The last deposits of Mercassium and Gallicite are exhausted on Earth, providing further evidence that Mankind must quickly expand off the homeworld.

August 29, 2012: Scientists attempting to communicate with the Alpha Centauri aliens believe their task to be impossible. They claim that the signal being transmitted contains no sign of intelligence, instead being some strangely modulated carrier signal or machine communications.

The UHF is in agreement that the situation cannot be allowed to continue; Alpha Centauri is adjacent to the homeworld and contains a valuable near-habitable planet. Additionally, if the ship detected is simply an automated craft there is the possibility it could be captured and prove a valuable source of information.

As soon as the first two Cornwallis class carriers are completed the UHF navy will journey into the Alpha Centauri system in force and challenge the alien craft.

December 13, 2012: The Outreach completes work on a two way jump gate at the Hope Gate, allowing unrestricted passage between the two systems. It is decided to not build further jump gates until a system can be fully surveyed.

Production begins on the infrastructure required to establish a colony on Hope.

March 27, 2013: Construction on the first two Cornwallis class light carriers completes, and they join up with the first fleet in order to launch an expedition into Alpha Centauri

First Fleet consists of:

CVL Cornwallis and CVL Washington, each carrying 4 GB Brazwell and 1 CC Rodney
CL Clausewitz, Jomini, Maurice, Musashi, Nelson, and Sun Tzu
PS Napoleon and Bonaparte
GEV Discovery, as its thermal sensors have proven valuable in locating the alien ship's drive plume at long distance

Meanwhile, Second Fleet will guard the jump point in case the confrontation proves unsuccessful. Second fleet consists of 4 CC Rodney and 28 GB Brazwell

April 3, 2013: First Fleet jumps into the Alpha Centauri system. The decision is made that the slow, fragile carriers will remain at the jump point; at the first sign of trouble they can flee back to Sol and the support of Second Fleet. Their onboard gunboat squadrons have the range to reach the last reported position of the Sebo contact with the rest of the fleet.

The rest of the fleet activates their sensors and begins moving in-system.

April 17, 2013: The Discovery's thermal sensors detect the Sebo, still in orbit of Alpha Centauri A-I.  As the fleet approaches, a second contact, designated the Mamba, is discovered with a much smaller signature of 1100.

At a distance of approximately 6 million km, both the Sebo and the Mamba engage active sensors and begin approaching first fleet at over 7000 km/s. This is more than twice the fleet's best speed.

The fleet detects 6 incoming 7.5 ton contacts, which intelligence believes to be missiles. The alien ships are declared hostile and the fleet braces for impact.

The fleet opens fire on the approaching missiles. Though the weapons are not designed to hit such small targets, the fleet is well trained and 4 of the six missiles are destroyed. The remaining 2 impact the Sun-Tzu, and two strength 4 nuclear explosions are absorbed by the ship's armor



A second salvo of missiles are detected; The fleet commanders decide that the best option is to try to weather the storm; Given the size of each missile, the enemy cannot be carrying an unlimited number. Two of the missiles make it through the fleet's fire and impact the Nelson.

A third salvo is picked up by the fleet's sensors, but this one consists of 16 size 12.5 ton missiles It is believed that this might be a salvo from the larger of the two contacts. Ten of the new missiles impact the Sun-Tzu with strength 5 explosions, doing heavy damage.

Missiles continue to impact the fleet, and a new type of salvo is picked up; 62 2.5 ton missiles. It is theorized that these might be intended to destroy smaller targets such as fighters, but are being pressed into service against the fleet. The new missiles prove almost impossible to intercept, and 60 strength 1 explosions destroy the Sun Tzu.



The situation looks grim indeed for the human fleet; the order is given to begin pulling back towards the jump point. However, the Nelson loses four of her five engines to another salvo and must reduce speed to 750 km/s. Then a second volley of small missiles destroys the Musashi.



Successive volleys of missiles continue to impact the fleet, destroying ship after ship. Then the enemy vessels enter active sensor range, and the fleet sensors are able to identify the vessels. The Mamba is 7,750 tons while the Sebo is a massive 23,250 tons; the two ships very nearly outmass the entire First Fleet, and appear to have far superior technology.

Missiles continue to come in, destroying all of the fleet's capital ships. Freed of the need to protect their slower companions, the Brazwell and Rodney class take off for the jump point at their max speed of 8,625 km/s, faster than the approaching enemy vessels. Unfortunately, the 2.5 ton missiles prove to be extremely fast, and repeatedly pound the retreating gunboats. The last one is destroyed after retreating barely half a million kilometers.

Emergency beacons from the life pods begin vanishing as the aliens either destroy or, possibly even worse, capture them.

April 18, 2013: After confirming all lifepod beacons have disappeared, the Cornwallis and Washington jump back into the Sol System. The first fleet has been completely destroyed without inflicting a blow on their enemies; for now it is hoped that the Second fleet will be enough to hold the jump point if the enemy tries to pursue.

The best that can be done now is to learn a lesson from the defeat. The missile weapons used by the aliens were extremely powerful; though copying the weapons are beyond Humanity's abilities, that could be compensated for with a multi-stage delivery system. The following design has been proposed

Code: [Select]
Javelin ASM
Missile Size: 4 MSP  (0.2 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 10
Speed: 27000 km/s    Endurance: 28 minutes   Range: 45.0m km
Cost Per Missile: 2.96
Chance to Hit: 1k km/s 270%   3k km/s 90%   5k km/s 54%   10k km/s 27%
Materials Required:    1x Tritanium   0.16x Uridium   1.55x Gallicite   Fuel x1500

Code: [Select]
Falcon class Fighter-bomber    200 tons     5 Crew     41.5 BP      TCS 4  TH 41  EM 0
10250 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1
Maint Life 0 Years     MSP 0    AFR 40%    IFR 0.6%    1YR 2    5YR 34    Max Repair 10 MSP
Magazine 4   

FTR Ion Engine (1)    Power 41.4    Fuel Use 7800%    Signature 41.4    Armour 0    Exp 60%
Fuel Capacity 5,000 Litres    Range 0.6 billion km   (15 hours at full power)

Missile Launcher (25% Reduction) (1)    Missile Size 4    Rate of Fire 3000
Missile Target Painter (1)     Range 41.0m km    Resolution 140

Operating out of a Cornwallis or similar class carrier, 20 Falcons could carry the Javelin missiles to within 40 million km of the target before launching a devastating long range strike.

As the events in Alpha Centauri proved, there is also a need to defend our ships against missile attacks. Though the weapons of the first fleet were not well suited to the task, they did prove themselves well against larger missiles. With some modifications these capabilities could be improved further:

Code: [Select]
Aegis class Frigate    4,000 tons     311 Crew     656 BP      TCS 80  TH 300  EM 0
3750 km/s     Armour 3-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 30.91
Maint Life 4.51 Years     MSP 410    AFR 32%    IFR 0.4%    1YR 33    5YR 490    Max Repair 179 MSP

Military Ion Drive (5)    Power 60    Fuel Use 60%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 37.5 billion km   (115 days at full power)

Quad Advanced Coil Gun Turret (1x12)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Point Defense Fire Control (1)    Max Range: 128,000 km   TS: 16000 km/s     92 84 77 69 61 53 45 37 30 22

Short Range Targeting Sensor (1)     GPS 21     Range 2.3m km    Resolution 1

Officers are welcome to submit additional suggestions. Additional, Alpha Centauri Aliens does not flow off the tongue well; we need to decide on a name for the propaganda campaigns.

Spoiler (click to show/hide)
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EuchreJack

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #31 on: January 30, 2012, 09:07:02 pm »

Some days it pays to stay on the ground.

I'd suggest we call the new foes The AC Automations.

From what I recall, you'll need to heavily invest in the fighter and missile manufacturing sector in order to pull off your plan, most likely devoting most industry to building these two industries.

Research smaller launchers for your fighters.

Guess I'll hold a funeral for all the other forumites...

Korbac

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #32 on: January 30, 2012, 09:16:13 pm »

Considering what occured, I think Death Hawks may be an appropriate term.

Best of luck fighting off these dudes!
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #33 on: January 30, 2012, 09:49:59 pm »

Also, that means there must be an hidden JP in Alpha Centauri. If they do'nt give us thair gravsurvey data, we'll never know about it.

Incorrect. Aurora 'hidden' JPs aren't like Starfireverse hidden JPs. The latter are wormholes that are only detectable from one side, whereas the ones in Aurora are actually the result of a game mechanic.


When a ship transits a JP into a system that has already had all it's JPs explored, it creates a new JP for the connection. Once the initial connection has been made, all you have to do is (if you know it happened) set the system JP survey as uncompleted. This will retain your existing knowledge of the system JPs, but will also allow you to resurvey the survey points, allowing you to detect the newly formed JP.


Regarding the aliens: slavery, slavery, slavery. Oh, and never let them off their homeworld. If they have any off-planet colonies, wipe them out.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #34 on: January 30, 2012, 10:14:50 pm »

Anyone whose character passed on is welcome to re-apply, of course. Possibly as a vengeance seeking descendent.
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #35 on: January 30, 2012, 10:25:16 pm »

If possible, as a favor, get us a Sky Marshal named Hannah Avram.






 ;)
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dsi1

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #36 on: January 30, 2012, 10:52:02 pm »

Are there any carrier officers left?

Also I'm thinking Sebo for a name, that was the first contact with them after all!
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #37 on: January 30, 2012, 10:53:11 pm »

"Slave Race 001" seems much more fitting to me. Or possibly "Who Were They, Again", if we go for the xenocide route.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #38 on: January 30, 2012, 10:58:55 pm »

If possible, as a favor, get us a Sky Marshal named Hannah Avram.






 ;)

Oh good, someone who will get what I based the Myriad off of :)

Are there any carrier officers left?

Also I'm thinking Sebo for a name, that was the first contact with them after all!

We had a seriously shortage of senior officers *before* they all got killed. I may need to build more military academies, or at least start manually promoting officers to fill the ranks.
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #39 on: January 31, 2012, 12:12:30 am »

Yeah, build it up to 6-7 academies if you're going to be losing a lot of officers/have a large navy.
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Sheb

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #40 on: January 31, 2012, 12:41:54 am »

I strongly oppose the missile fighter design. Missiles are for wimp. I mean, you can wipe anything with missiles. It's as easy as putting 100 box launchers and some engines and pressing a button.

No, we should look at this as an opportunity. It's evident large ships are inadequate, as they take too long to close on the enemy. We need a gunboat version of the Aegis to escort our FACs as they go for the kill.

Also, MOAR gunboats.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #41 on: January 31, 2012, 01:06:35 am »

I strongly oppose the missile fighter design. Missiles are for wimp. I mean, you can wipe anything with missiles. It's as easy as putting 100 box launchers and some engines and pressing a button.

No, we should look at this as an opportunity. It's evident large ships are inadequate, as they take too long to close on the enemy. We need a gunboat version of the Aegis to escort our FACs as they go for the kill.

Also, MOAR gunboats.

Prospective PD gunboat designs:

Code: [Select]
Horo class Patrol Craft    800 tons     69 Crew     147 BP      TCS 16  TH 138  EM 0
8625 km/s     Armour 2-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 6.27 Years     MSP 57    AFR 10%    IFR 0.1%    1YR 2    5YR 37    Max Repair 38 MSP

High Performance Ion Drive (1)    Power 138    Fuel Use 780%    Signature 138    Armour 0    Exp 36%
Fuel Capacity 30,000 Litres    Range 8.7 billion km   (11 days at full power)

Advanced Coil Gun (1x3)    Range 30,000km     TS: 8625 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 32-8000 (1)    Max Range: 64,000 km   TS: 8000 km/s     84 69 53 37 22 6 0 0 0 0

Pros: Fits in with the current gunboat philosophy
Cons: Only 3x the PD capability of a Brazwell

Code: [Select]
Horo class Patrol Craft    1,000 tons     77 Crew     193 BP      TCS 20  TH 138  EM 0
6900 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.92
Maint Life 3.83 Years     MSP 60    AFR 16%    IFR 0.2%    1YR 6    5YR 97    Max Repair 77 MSP

High Performance Ion Drive (1)    Power 138    Fuel Use 780%    Signature 138    Armour 0    Exp 36%
Fuel Capacity 10,000 Litres    Range 2.3 billion km   (3 days at full power)

Single Advanced Coil Gun Turret (1x3)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S04 32-16000 (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Pros: 6x the PD capability of a Brazwell
Cons: Slower, shorter range, wont fit evenly with other gunboats on carriers

Edit:
Code: [Select]
Horo class Patrol Craft    800 tons     82 Crew     174 BP      TCS 16  TH 138  EM 0
8625 km/s     Armour 4-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 8.13 Years     MSP 68    AFR 10%    IFR 0.1%    1YR 2    5YR 27    Max Repair 38 MSP

High Performance Ion Drive (1)    Power 138    Fuel Use 780%    Signature 138    Armour 0    Exp 36%
Fuel Capacity 20,000 Litres    Range 5.8 billion km   (7 days at full power)

10cm Railgun V4/C3 (1x4)    Range 40,000km     TS: 8625 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S02 32-8000 (1)    Max Range: 64,000 km   TS: 8000 km/s     84 69 53 37 22 6 0 0 0 0
Miniaturized Fission Cell (3)     Total Power Output 3.1    Armour 0    Exp 12%

Short Range Targeting Sensor (1)     GPS 21     Range 2.3m km    Resolution 1

Pros: 4x the PD capability of a Brazwell, decent anti-ship capability, good armor, room for a backup sensor
Cons: Uses Railguns
« Last Edit: January 31, 2012, 01:28:22 am by Bremen »
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EuchreJack

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #42 on: January 31, 2012, 01:55:35 am »

If we're going non-missile, we need a new fighter design.  Can you fit a particle beam + generator + fire control on a fighter?

Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #43 on: January 31, 2012, 02:13:43 am »

That's mostly the reason I went with a missile armed fighters, beam fighters are not very effective at the current tech level. Particle beams are a particularly bad choice, since they're all about range and fighters don't have room for a good fire control

Code: [Select]
Falcon class Heavy Fighter    415 tons     16 Crew     76.5 BP      TCS 8.3  TH 41  EM 0
4939 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 5
Maint Life 0 Years     MSP 0    AFR 83%    IFR 1.2%    1YR 13    5YR 202    Max Repair 32 MSP

FTR Ion Engine (1)    Power 41.4    Fuel Use 7800%    Signature 41.4    Armour 0    Exp 60%
Fuel Capacity 5,000 Litres    Range 0.3 billion km   (15 hours at full power)

Particle Beam-2 (1)    Range 64,000km     TS: 4939 km/s     Power 5-3    ROF 10        2 2 2 2 2 2 2 2 2 2
Fire Control S01 32-4000 (FTR) (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
Miniaturized Fission Cell (3)     Total Power Output 3.1    Armour 0    Exp 12%

Plasma cannons would be slightly more practical

Code: [Select]
Falcon class Heavy Fighter    335 tons     13 Crew     48.5 BP      TCS 6.7  TH 41  EM 0
6119 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 0 Years     MSP 0    AFR 67%    IFR 0.9%    1YR 5    5YR 75    Max Repair 14 MSP

FTR Ion Engine (1)    Power 41.4    Fuel Use 7800%    Signature 41.4    Armour 0    Exp 60%
Fuel Capacity 5,000 Litres    Range 0.3 billion km   (15 hours at full power)

Light Plasma Cannon (1)    Range 32,000km     TS: 6119 km/s     Power 6-3     RM 1    ROF 10        6 3 2 0 0 0 0 0 0 0
Fire Control S00.5 16-4000 (FTR) (1)    Max Range: 32,000 km   TS: 16000 km/s     69 37 6 0 0 0 0 0 0 0
Miniaturized Fission Cell (3)     Total Power Output 3.1    Armour 0    Exp 12%

But really the only efficient fighter beam weapon at this tech would be a laser

Code: [Select]
Falcon class Heavy Fighter    210 tons     6 Crew     47.5 BP      TCS 4.2  TH 41  EM 0
9761 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 42%    IFR 0.6%    1YR 4    5YR 54    Max Repair 20 MSP

FTR Ion Engine (1)    Power 41.4    Fuel Use 7800%    Signature 41.4    Armour 0    Exp 60%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (15 hours at full power)

10cm C1 Ultraviolet Laser (1)    Range 32,000km     TS: 9761 km/s     Power 3-1     RM 4    ROF 15        3 3 3 0 0 0 0 0 0 0
Fire Control S00.5 16-4000 (FTR) (1)    Max Range: 32,000 km   TS: 16000 km/s     69 37 6 0 0 0 0 0 0 0
Miniaturized Fission Cell (1)     Total Power Output 1.03    Armour 0    Exp 12%

And... just discovered that the falcon missile design had a bridge on it. Opps!

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Sheb

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #44 on: January 31, 2012, 05:06:16 am »

Railguns makes for good FACs PD since we don't really care for turrets at this kind of speed anyway.

Go with the Horo. Each carrier should get 1 CC, 3 Brazwell and 1 Horo, effectively doubling our PD capability.
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Quote from: Paul-Henry Spaak
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