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Author Topic: Let's Play Aurora - Ad Astra per Aspera  (Read 38589 times)

Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #75 on: February 02, 2012, 08:46:29 pm »

December 26, 2016: The UHF is riding high on the success of its Alpha Centauri campaign, but fleet officers are already urging caution. The fleet is unlikely to be as successful in other areas; the Bravski Doctrine is as yet unable to deal with the high speed missile gunboats used in the Battle of Lacaille, or the swarms of small missiles used in the first battle of Alpha Centauri. And analysis of that battle now seems to indicate that one of the AC orbital stations may be the source of those missiles.

Additionally, any attempt to re-enter the Lacaille system must deal with the fact that the carriers would have to endanger themselves to ferry gunboats into range of the system's planets.

New designs are proposed with an eye towards future combat operations

Code: [Select]
Lexington class Strike Carrier    15,000 tons     720 Crew     1797 BP      TCS 300  TH 900  EM 0
3000 km/s     Armour 4-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 5.51 Years     MSP 1449    AFR 300%    IFR 4.2%    1YR 80    5YR 1204    Max Repair 30 MSP
Hangar Deck Capacity 8000 tons     

Military Ion Drive (15)    Power 60    Fuel Use 60%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 200.0 billion km   (771 days at full power)

Code: [Select]
Zeus class Strike Cruiser    15,000 tons     1245 Crew     3339 BP      TCS 300  TH 900  EM 0
3000 km/s    JR 5-50     Armour 6-54     Shields 0-0     Sensors 55/55/0/0     Damage Control Rating 12     PPV 61.82
Maint Life 1.85 Years     MSP 1670    AFR 150%    IFR 2.1%    1YR 621    5YR 9311    Max Repair 1296 MSP
Flag Bridge   

J15000(5-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 5
Military Ion Drive (15)    Power 60    Fuel Use 60%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 60.0 billion km   (231 days at full power)

Quad Advanced Coil Gun Turret (2x12)    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

Missile Warning System (1)     GPS 105     Range 11.6m km    Resolution 1
Long Range Search Radar (1)     GPS 17640     Range 164.0m km    Resolution 140
Thermal Sensor TH5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

Rather than mounting a jump drive on every carrier, The Zeus class utilizes an enhanced jump drive that is capable of transporting four other ships. It is also capable of providing sensor and point defense cover for carriers in its Flotilla, and possess a flag bridge for a command staff to oversee gunboat operations. Combined with the enhanced capabilities of the Lexington, a fleet should be much less vulnerable when forced to move in-system.

Code: [Select]
Semmes (TH) class Early Warning Craft    800 tons     75 Crew     185 BP      TCS 16  TH 48.3  EM 0
8625 km/s     Armour 1-7     Shields 0-0     Sensors 55/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 13.54 Years     MSP 145    AFR 5%    IFR 0.1%    1YR 1    5YR 22    Max Repair 60 MSP

Stealth Gunboat Ion Drive (1)    Power 138    Fuel Use 780%    Signature 48.3    Armour 0    Exp 36%
Fuel Capacity 190,000 Litres    Range 54.8 billion km   (73 days at full power)

Thermal Sensor TH5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

Code: [Select]
Semmes (EM) class Early Warning Craft    800 tons     75 Crew     185 BP      TCS 16  TH 48.3  EM 0
8625 km/s     Armour 1-7     Shields 0-0     Sensors 1/55/0/0     Damage Control Rating 1     PPV 0
Maint Life 13.54 Years     MSP 145    AFR 5%    IFR 0.1%    1YR 1    5YR 22    Max Repair 60 MSP

Stealth Gunboat Ion Drive (1)    Power 138    Fuel Use 780%    Signature 48.3    Armour 0    Exp 36%
Fuel Capacity 190,000 Litres    Range 54.8 billion km   (73 days at full power)

EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

In the Battle of Lacaille, the gunboat squadron found it necessary to shut down their active sensors in order to escape detection. This had the side effect of leaving them blind, making it an act of desperation. One of the proposed methods for dealing with the missile armed station in Alpha Centauri is to make a stealth approach as close as possible before engaging, but this is hampered by the inability of the fleet to realize when it has been detected.

With the new Semmes class, based on the Scipio hull, a gunboat squadron will have an enhanced ability to detect enemy vessels without the use of active sensors. In addition, the Semmes class has long range and special engines with reduced thermal signature, making it an ideal stealth/spy ship to determine the enemy disposition.

Code: [Select]
Genesis class Terraformer    34,500 tons     403 Crew     920 BP      TCS 690  TH 1050  EM 0
1521 km/s     Armour 1-94     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 17    Max Repair 500 MSP
Terraformer: 1 module(s) producing 0.0015 atm per annum

Civilian Ion Engine (7)    Power 150    Fuel Use 6%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 43.5 billion km   (330 days at full power)

With all the money and effort being spent on the navy, it is easy to overlook the civilian side of the UHF. The colonies on Mars and Hope are both growing in population, but handicapped by the need for extensive life support infrastructure. A group of these ships could, over several years, alter the planet's atmosphere to the point where the population can live unhindered.

Spoiler (click to show/hide)
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #76 on: February 02, 2012, 10:05:42 pm »

No, I don't think any of us are quite that stupid. And if the unconventional weapons really bother you, feel free to write up a bit of fluff about internal politics and weapons contracts to excuse a shift to missiles, lasers, and gauss.
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Korbac

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #77 on: February 03, 2012, 09:53:58 am »

Bremen, this is very fun to read.  :)
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NRDL

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #78 on: February 03, 2012, 09:54:24 am »

No, I don't think any of us are quite that stupid. And if the unconventional weapons really bother you, feel free to write up a bit of fluff about internal politics and weapons contracts to excuse a shift to missiles, lasers, and gauss.

+1
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kisame12794

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #79 on: February 03, 2012, 11:50:00 am »

Are you allowing the use of anti-missile missiles?
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #80 on: February 03, 2012, 12:04:53 pm »

No, I don't think any of us are quite that stupid. And if the unconventional weapons really bother you, feel free to write up a bit of fluff about internal politics and weapons contracts to excuse a shift to missiles, lasers, and gauss.

Its... interesting. They don't really bother me, but my inner perfectionist struggles against using them in roles where they're extremely unsuited (Plasma cannons are really only worthwhile in larger sizes, and particle beams are innately long range weapons that are also more efficient at larger sizes).

Bremen, this is very fun to read.  :)

I'm glad people are enjoying it! Feel free to suggest anything you'd like to see in the updates.

Are you allowing the use of anti-missile missiles?

There's no rule against missiles, really, but they're nerfed to do half damage. This makes anti-missiles significantly less effective at low tech, and I've never been a big fan of them anyways (I prefer PD; that way your fleet doesn't suddenly go boom when you run out of ammo).
« Last Edit: February 03, 2012, 12:13:48 pm by Bremen »
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #81 on: February 03, 2012, 12:16:41 pm »

I also oppose the use of AMM for practical reasons. They can't do anything a few heavy PD cruisers with shitloads of gauss turrets can't do better.



The main issue with particle beams has always been that their extreme (comparative) range is supposed to be an advantage, but is crippled by the fact that similar levels of FC tech will only let you use a small portion of that range, and they hit the hard cap on EW FC range much sooner than the other EW tracks.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #82 on: February 03, 2012, 12:58:28 pm »

I also oppose the use of AMM for practical reasons. They can't do anything a few heavy PD cruisers with shitloads of gauss turrets can't do better.



The main issue with particle beams has always been that their extreme (comparative) range is supposed to be an advantage, but is crippled by the fact that similar levels of FC tech will only let you use a small portion of that range, and they hit the hard cap on EW FC range much sooner than the other EW tracks.

Actually, they don't. Assuming equal particle beam and FC tech particle beams will always be slightly lower range.

Which is actually their biggest flaw, I think. Lasers and railguns can outrange particle beams because they get a range multiplier for their size, which at anything beyond starting tech usually means that heavy weapons are only limited by FC range. Which means there's a small window where lasers and railguns can hit but particle beams can't; they'll do tiny, tiny damage but if you can't close the range tiny damage will eventually be enough.

Railgun's big advantage is they do full damage out to almost maximum range.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #83 on: February 03, 2012, 03:00:13 pm »

January 8, 2017: First Fleet arrives at Earth and begins refueling. Four Horo class gunboats are drawn from second fleet to replace losses.

February 1, 2017: With the new shipbuilding efforts, Earth's economy is begining to show the strain. In the month of January, the UHF spent nearly 1.2 billion credits more than it received. At this rate they will be in debt before December.



The two largest expenses are research and shipbuilding, but between the Myriad and the AC Automatons making cuts in these areas seems unwise. Instead, it is decided to stop purchasing civilian minerals and rely on government owned mines for now. This has a double effect in that it removes an expense and the sale of minerals on the open market will also be taxable. On the downside, once the minerals are gone they are gone; every ton of duranium sold to the private sector is a ton the UHF can't mine.

May 3, 2017: With the budget crisis mostly solved, the UHF economists begin to look outward. A fleet of Liberty freighters begin transporting construction factories to Hope, and Earth continues coverting some mines with full automation. It is hoped with a few mining colonies Hope will one day be a self-sufficient production center.

September 11, 2017: Scientists develop new software to improve the range and accuracy of fire control systems. Their next project will be to develop a small unit of space marines suitable for boarding enemy vessels. Using the new technology plus the earlier designs for a fusion power plant, engineers produce an improved Brazwell design

Code: [Select]
Brazwell II class Gunboat    800 tons     92 Crew     155 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 4
Maint Life 7.04 Years     MSP 61    AFR 10%    IFR 0.1%    1YR 2    5YR 32    Max Repair 48 MSP

High Performance Ion Drive (1)    Power 138    Fuel Use 780%    Signature 138    Armour 0    Exp 36%
Fuel Capacity 50,000 Litres    Range 14.4 billion km   (19 days at full power)

Light Plasma Cannon (1)    Range 60,000km     TS: 8625 km/s     Power 6-3     RM 1    ROF 10        6 3 2 1 1 1 0 0 0 0
Gunboat Fire Control mkII (1)    Max Range: 80,000 km   TS: 8000 km/s     88 75 62 50 38 25 12 0 0 0
Small Fusion Reactor (1)     Total Power Output 3    Armour 0    Exp 5%

More accurate and longer ranged, the Brazwell II's power plant also has a greatly reduced chance of exploding.

January 8, 2018: The last three Cornwallis class light carriers are completed; from now on Drake Yards will be producing the Lexington class.

With 12 carriers capable of ferrying 60 gunboats, Admiral Hannah Avram decides it is time to deal with the Alpha Centauri aliens once and for all by destroying their orbital platforms.

Naval officers quickly move to quash rumors that the Navy is just looking to get rid of a bunch of old Brazwell class gunboats.

To attempt to minimize incoming fire, the gunboat squadron will make a stealth approach at slow speed in order to minimize the chance of detection. Accompanying them will be a Semmes(EM) class early warning craft, whose sensors specialize in detecting targeting sensors. As soon as the orbital platforms begin targeting the gunboats, they will go to active sensors and rush the platforms.

The plan should be mostly foolproof.

January 15, 2018: First Fleet enters Alpha Centauri and launches a squadron consisting of 1 Scipio, 1 Semmes, 3 Rodney, 25 Horo, and 30 Brazwell. The gunboats quietly set course for the innermost planet.

January 18, 2018: The gunboats reach the midpoint of their journey and reduce speed.

January 28, 2018: While tedious, the slow approach is paying dividends. The fleet has approached within 5 million kilometers of Alpha Centauri with no sign they have been detected. The gunboats reduce speed still further and begin their final approach.



At 2.5 million kilometers, the Semmes detects enemy targeting emissions. The gunboats activate their sensors and go to full speed. It will take the gunboats slightly less than 5 minutes to close to point blank range.

Less than a minute after activating their sensors the squadron detects 62 incoming size 1 missiles, confirming speculation that they were fired from the platforms. As expected, point defense fire proved ineffective and gunboats begin to explode, but it's too late to turn back now.

The gunboats reach extreme plasma range at great cost; only the Semmes, a Rodney, 13 Horo, and 18 Brazwells still remain functional. As there is no way to be sure which of the targets is firing the missiles, the gunboats open fire on the larger structure.



As the gunboats fire, the unit designated Shulpavu opens up with large numbers of kinetic weapons, believed to be similar in function to the UHF coil guns. Dozens of tiny impacts shred the Brazwell 016. It's now a slugging match.

Five Brazwells fall, but their sacrifice is not in vain; after hundreds of plasma and railgun hits the Shulpavu begins to disintegrate. The remaining gunboats turn their guns on the Nyati.

The Nyati proves to be the source of the small missiles and continues to launch salvos as it is pounded, but it soon falls as well. It has been a bloody victory, but a victory none the less.



Total losses for the UHF were 1 Scipio, 3 Rodney, 12 Horo, and 20 Brazwell. Less than half the gunboat squadron remains, but when tonnage is considered both sides losses were roughly equal; and the enemy was two orbital platforms with weapons well suited to combat against gunboats. The squadron begins rescuing lifepods and then returns to the carriers.

Amazingly, a closer inspection reveals that one of the Rodney class, presumed destroyed, is still intact and her surviving crew remains inside.



Its armor is completely gone and every system is damaged except the crew quarters and some fuel tanks, but the ship is intact and repairable. It cannot restore its engines or move, but one of the Cornwallis class should be able to retrieve it now that the system is presumed clear of hostiles.

(Experienced Aurora players will notice something wrong here; Yes, I am an idiot)

February 20, 2018: The carriers arrive in the inner system and retrieve their small craft. Engineers begin attempting to restore the Rodney 003
« Last Edit: February 03, 2012, 03:50:27 pm by Bremen »
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Sheb

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #84 on: February 03, 2012, 03:13:49 pm »

You mean that you should have moved out of railgun range?
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #85 on: February 03, 2012, 03:16:42 pm »

You mean that you should have moved out of railgun range?

No, the fact that every single gunboat design has a bridge.

As for moving out of railgun range, while the plasma cannons do outrange them they only do 1 damage at long range instead of 6 at point blank. Considering the fleet was still taking missile fire point blank was the way to go.

Edit: Its one of the damaged components.
« Last Edit: February 03, 2012, 03:35:22 pm by Bremen »
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Sheb

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #86 on: February 03, 2012, 03:26:17 pm »

Well, you should have shot the missile bases then moved out? And how can you see the bridge from the post you made? Damn, I need to play Aurora again...
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kisame12794

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #87 on: February 03, 2012, 04:26:35 pm »

Look under "Damaged Systems".
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #88 on: February 03, 2012, 05:16:12 pm »

Good news is that you'll be able to cram larger weapons in now.


I also oppose the use of AMM for practical reasons. They can't do anything a few heavy PD cruisers with shitloads of gauss turrets can't do better.



The main issue with particle beams has always been that their extreme (comparative) range is supposed to be an advantage, but is crippled by the fact that similar levels of FC tech will only let you use a small portion of that range, and they hit the hard cap on EW FC range much sooner than the other EW tracks.

Actually, they don't. Assuming equal particle beam and FC tech particle beams will always be slightly lower range.


Incorrect. Assuming all FCs and PBs are equal tech, and that the FC has the 4x range multiplier, then:

TL1: FC: 40k km; PB: 60k km
TL2: FC: 64 km; PB: 100k km
TL5: FC: 160k km; PB: 240k km
TL8: FC: 300k km; PB: 500k km
TL12: FC: 700k km; PB: 1200k km

And so on and so forth.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #89 on: February 03, 2012, 05:34:26 pm »

Good news is that you'll be able to cram larger weapons in now.


I also oppose the use of AMM for practical reasons. They can't do anything a few heavy PD cruisers with shitloads of gauss turrets can't do better.



The main issue with particle beams has always been that their extreme (comparative) range is supposed to be an advantage, but is crippled by the fact that similar levels of FC tech will only let you use a small portion of that range, and they hit the hard cap on EW FC range much sooner than the other EW tracks.

Actually, they don't. Assuming equal particle beam and FC tech particle beams will always be slightly lower range.


Incorrect. Assuming all FCs and PBs are equal tech, and that the FC has the 4x range multiplier, then:

TL1: FC: 40k km; PB: 60k km
TL2: FC: 64 km; PB: 100k km
TL5: FC: 160k km; PB: 240k km
TL8: FC: 300k km; PB: 500k km
TL12: FC: 700k km; PB: 1200k km

And so on and so forth.

That's for 50% accuracy though; the actual max range of a FC is double that.
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