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Author Topic: Let's Play Aurora - Ad Astra per Aspera  (Read 38114 times)

Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #45 on: January 31, 2012, 09:26:06 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

Research Projects > Beam Fire Control > Ship Type Limitations: Fighter Only.



Though I do agree that EW/KW fighters tend to just plain not work until you either get reduced size lasers, or develop your sensor, fuel efficiency, and reactor tech to the point that you can cram a 10-12cm EW/KW on board. Fighters and FACs are both far superior as missile platforms, but if we must make EW/KW fighters or FACs, I heavily recommend that we do fighters. I've got fairly substantial experience with EW/KW FACs, and against any enemy with missiles, they tend to turn in to a long string of wrecks before they get within firing range, unless you have as many FACs as the enemy has missiles. What I would recommend would be a frigate armed with a single plasma carronade, as heavy as possible, to use in large numbers as a JP defender.
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NRDL

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #46 on: January 31, 2012, 09:28:58 am »

Do you have ground troops capable of engaging enemies on their turf? 

Also, will you script a lot of the battles? 
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Sarganto

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #47 on: January 31, 2012, 09:49:27 am »

I will follow this from now on, as I am kinda missing real gameplay AARs for Aurora, besides the epic tale of blue emu in the paradox forums.
Regarding the weapon of choice: I would go with the one you have the best researchers for. That's how I decide what to go for.

Oh and I would gladly take a seat in one of these FACs!
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #48 on: January 31, 2012, 11:21:18 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.

They're all called the Horo :P

I'd say the railgun model is by far the best, but there seemed to be interest in using the underutilized weapons this game.

Of course, they're underutilized because they suck. Or at least, they're very situational.

Do you have ground troops capable of engaging enemies on their turf? 

Also, will you script a lot of the battles?

There are some ground units currently in training. Mostly just modernizing all the low tech divisions left over from WWIII.

Not sure what you mean by script; I plan to let them play out normally.
« Last Edit: January 31, 2012, 02:34:52 pm by Bremen »
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #49 on: January 31, 2012, 05:07:32 pm »

April 18, 2013: While meditating, Commodore (and senior surviving officer) Hannah Avram is visited by the ghost of Admiral Sheb Bravski. The ghost urges her to stick with the gunboat concept while adapting it to deal with missile armed threats.

In a speech to the UHF, Commodore Avram urges the fleet to take inspiration from the sole bright spot of the battle of Alpha Centauri; the carriers were able to retreat safely. She outlines a new fleet doctrine that will involve carriers ferrying massive fleets of gunboats through jump points, then allowing the gunboats to operate independently. Terming this new strategy as the Bravski Doctrine, she urges the UHF to increase funding in carrier and gunboat production.

A key part of this doctrine is a new gunboat design, using fast firing railguns in an anti-missile capacity.

Code: [Select]
Horo class Gunboat    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

Sphinx Orbital yards begins preparation to build the Horo class.

Based on the predominant belief that the Alpha Centauri ships are some form of automated vessel, the race is officially referred to as the "AC Automatons". Newsreels begin featuring footage of what appears to be clumsy robots made of boxes and aluminum foil, followed by a message urging young men and women to enlist.

June 29, 2013: Exploration of the two jump points in Lacaille 9352 reveals the systems of Epsilon Eridani and Luyten 726-8. Epsilon Eridani contains an atmospheric rock that could one day be terraformed into a habitable world, and Luyten contains a frozen, hostile world that represents a more difficult terraforming prospect.

July 4, 2013: The latest round of Brazwells are completed, and Sphinx Docks begins work on the first 6 Horo class gunboats.

August 12, 2013: While surveying the Lacaille 9352 system, the Discovery II detects the drive plumes of 6 ships closing at 10,000 km/s. Transmissions from the unidentified ships are identical to those from the alien ships detected in Alpha Centauri. Unfortunately the drives are much smaller, and they are detected at nearly point blank range. The Discovery attempts to flee, but is chased down and destroyed by 11 Strength 5 nuclear detonations.



The ships appear to belong to the AC Automatons race, despite the two systems not sharing a direct connection. This leads to the uncomfortable conclusion that the AC Automatons are a large and widespread race.

Lacaille 9352 has received a full gravitational survey; the fact that those ships were not bothered argues that they alien vessels either have poor sensors or only attack other vessels that move sufficiently close.

January 7, 2014: The first colonists land on Hope, Humanity's first extrasolar colony.

April 22, 2014: Hannah Avram is promoted to Rear Admiral.

July 26, 2014: Two more Cornwallis class carriers are completed, allowing the UHF navy to transport up to 20 gunboats at a time.

November 12, 2014: Scientists on Earth develop a stronger particle beam. Though too large to mount on a gunboat, it may be useful if production of capital ships is resumed at a later date. Work begins on an improved power plant that could make the gunboat designs more efficient.

January 27, 2015: Scientists develop plans for a marine battalion as well as faster shipyard construction rates. Work begins on improving the civilian economy as well as developing longer range fire controls for beam weapons.

September 12, 2015: Two more carriers finish construction, bringing the total up to 6. Some naval officers begin to whisper that it is time to take the fight back to the Alpha Centauri system, or even Lacaille. Others think those systems should be used for now and the carriers used for escorting survey fleets in other systems.

January 1, 2016: The navy has recovered from the fiasco in Alpha Centauri, and may soon have the opportunity to exact revenge. Additionally, the planet Hope's population has risen to 4 million and is ripe for industrial expansion.

On the other hand, exploration has fallen behind; Earth is pinned on two sides by the AC Automatons, and sending out unescorted exploration groups has proven tragic in the past. Many think it is time for the navy to act.

UHF Status
Spoiler (click to show/hide)
« Last Edit: January 31, 2012, 11:00:18 pm by Bremen »
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #50 on: January 31, 2012, 05:37:41 pm »

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.

They're all called the Horo :P

I'd say the railgun model is by far the best, but there seemed to be interest in using the underutilized weapons this game.

Of course, they're underutilized because they suck. Or at least, they're very situational.


You mean fun. In both senses of the word.  :P


Do you have ground troops capable of engaging enemies on their turf? 

Also, will you script a lot of the battles?

There are some ground units currently in training. Mostly just modernizing all the low tech divisions left over from WWIII.

Not sure what you mean by script; I plan to let them play out normally.

I think he was asking if you're going to set up battles according to how you want the results to pan out (which won't be possible at all, except against the Myriad, as I'm assuming that you're also running them in the background-and even then, you can't really control much beyond initial engagement conditions, not that any of us would want you to).

---

"Discovery 002 is receiving transmissions, Captain!"

"Main screen turn on."

"EXTERMINATE! EXTEEEERMIIIIIIIINAAAAAAAAAATE!"
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #51 on: January 31, 2012, 06:20:47 pm »


I think he was asking if you're going to set up battles according to how you want the results to pan out (which won't be possible at all, except against the Myriad, as I'm assuming that you're also running them in the background-and even then, you can't really control much beyond initial engagement conditions, not that any of us would want you to).

If I wanted to manipulate the battles, I would have deleted the second precursor ship  ;D

The only reason I'd change things is to keep the human race from being wiped out (short of an endgame epic showdown, at least). Scripting is a bit more fuzzy; the Myriad will act in pre-planned ways that's not really how a human would, but that was mostly to keep it from being me playing against myself.
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #52 on: January 31, 2012, 06:36:05 pm »

Saaaaaay~


Are we, perchance, ever going to encounter an NPR composed of bipedal cats with a society centered around individual combat and honor obligations?

Or would that be taking the parallels a bit too far? nosuchthing
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #53 on: January 31, 2012, 06:41:51 pm »

Saaaaaay~


Are we, perchance, ever going to encounter an NPR composed of bipedal cats with a society centered around individual combat and honor obligations?

Or would that be taking the parallels a bit too far? nosuchthing

Possibly, but not necessarily the ones you're thinking of!

More seriously, I haven't manipulated the galaxy at all beyond the establishment of the Myriad, so anything could happen. Also, given the state of the Aurora AI establishing an interstellar alliance to help might end up a bit of a waste :P

It would be kind of cool though.
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #54 on: January 31, 2012, 06:46:44 pm »

Saaaaaay~


Are we, perchance, ever going to encounter an NPR composed of bipedal cats with a society centered around individual combat and honor obligations?

Or would that be taking the parallels a bit too far? nosuchthing

Possibly, but not necessarily the ones you're thinking of!

More seriously, I haven't manipulated the galaxy at all beyond the establishment of the Myriad, so anything could happen. Also, given the state of the Aurora AI establishing an interstellar alliance to help might end up a bit of a waste :P

It would be kind of cool though.

If we assume faithful initial relations, there really wouldn't be too much difference.

As for alliances... Eh, it's always better to just conquer them and intergrate them into the empire, because NPRs always tech slower than players, except maybe if you set their economic bonus to something crazy like 3000%.


As for weapons to focus on, you can go ahead and do whatever feels right; I know that particle beams, plasma carronades, and MWs are underused for a reason.  :P
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Elfeater

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #55 on: January 31, 2012, 07:21:07 pm »

Max Yeskly captain of one of the surviving ships of the first engagment.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #56 on: January 31, 2012, 07:54:01 pm »

After spending a lot of time going over officer and mothership assignments, I'm tempted to go with the laser fighters for the reduced micromanagement. Beam fighters are unconventional enough, right? Right? ???
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #57 on: January 31, 2012, 08:35:29 pm »

Yeah, given that they suck more compared to missile fighters than pure particle beam ships do to laser ships.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #58 on: January 31, 2012, 09:04:33 pm »

Something I will try eventually. Or maybe railguns, I always liked railgun fighters.

The Ghost of Sheb can rest easy, though; the gunboats will have their fun before the inevitable march of technology results in them being "miniaturized" to fighters.
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Sheb

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #59 on: February 01, 2012, 05:13:02 am »

Well, if it's too hard to manage, you're allowed to use fighter. But MW and plasma carronades only. I don't care if it's inefficient. :p
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