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Author Topic: Let's Play Aurora - Ad Astra per Aspera  (Read 38587 times)

Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #90 on: February 03, 2012, 06:53:20 pm »

Okay, that was a massive derp on my part. I can honestly say that I never noticed the 50% accuracy part.  :-[
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #91 on: February 03, 2012, 09:51:38 pm »

February 24, 2018: Analysis of the UHF's mineral situation shows that once again, Corundium is becoming a problem. The deposits on Asteroids #138 and #170 will both be exhausted within months, and Earth's own deposits, while still extensive, are extremely slow and difficult to mine. The only extensive deposit left in the Sol system is Asteroid #309, a Kuiper belt object more than 10 billion km from Earth, and Comet #6 which is currently even farther. Both represent more than a five month round trip for our current freighters.

In comparison, a round trip to the colony on Hope is less than a month and a half. The quickest solution to the Corundium crisis is therefor seen to be establishing automated mines in Hope's asteroid belt. Six Liberty class freighters begin ferrying mass drivers and automated mines into the Hope system. Minerals from the asteroid mine will be sent in packets to the Hope colony, where freighters can pick up corrundium as needed for transport to Earth, dropping off needed resources at Hope on the return trip.

Until the corundium crisis can be resolved, construction of more gunboats will have to wait. Scientist Homer Bickford claims his new magneto-plasma drive will be ready in November, so it may be to the UHF's advantage to wait regardless.

February 29, 2018: In a miracle of modern engineering, teams aboard the CVL Lee manage to restore the Rodney 003 to pristine condition.

March 30, 2018: Phoenix Yards completes work on the first four Genesis orbital terraformers, which immediately set course for Mars where they will begin adding Oxygen to the atmosphere.

April 26, 2018: Scientists develop updated economic theories that should greatly expand the size of the UHF economy and, indirectly, tax income. Their next project will be to increase the speed of our orbital terraformers.

June 14, 2018: With the Alpha Centauri system now cleared, and the recent construction of the first Semmes (TH) class, it is time to restart geological survey efforts. A modification of the Bravski Doctrine will be used; a CVL will enter and deploy a group consisting of an Opportunity and Semmes (TH). The group will then survey the system for minerals while also watching for drive plumes of unknown vessels.

August 10, 2018: The population of Hope is now over 10.5 million, and the colonists are starting to complain that they deserve military protection from threats like the Myriad or the AC Automatons. For now a squadron of gunboats is sent to the planet, and freighters will transport the necessary supplies to maintain them. In the future it may be worth developing fixed defenses to free up the fleet's mobile units. Alternately, a troop transport ship may be called for to transport troops to police the population.

August 18, 2018: A civilian company starts up a mining colony on Hope-A V Moon 3 to sell to the fledgling industry there. While the budget is still strained, the colony needs the minerals so for now the output is purchased by the UHF.

Now that the system is clear, the Outreach class gate constructor begins work on a jump gate to Alpha Centauri.

November 16, 2018: Designs are completed for a magneto-plasma drive much more powerful than current spaceship drives. Scientists begin work on improving the fuel efficiency of these new drives.

New designs for both gunboats and capital ships flood in to use the new technology.

Code: [Select]
Brazwell III class Gunboat    800 tons     96 Crew     183.5 BP      TCS 16  TH 184  EM 0
11500 km/s     Armour 3-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 4.54 Years     MSP 50    AFR 14%    IFR 0.2%    1YR 4    5YR 59    Max Repair 72 MSP

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 20,000 Litres    Range 5.8 billion km   (5 days at full power)

Light Plasma Cannon (1)    Range 60,000km     TS: 11500 km/s     Power 6-3     RM 1    ROF 10        6 3 2 1 1 1 0 0 0 0
Gunboat Fire Control III (1)    Max Range: 80,000 km   TS: 12000 km/s     88 75 62 50 38 25 12 0 0 0
Small Fusion Reactor (1)     Total Power Output 3    Armour 0    Exp 5%

The new Brazwell design is nearly 3,000 km/s faster and its weapon tracks nearly 50% better, improving its ability to shoot down incoming missiles significantly. It also boasts increased armor.

Code: [Select]
Rodney II class Command Ship    800 tons     91 Crew     210.5 BP      TCS 16  TH 184  EM 0
11500 km/s     Armour 3-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 4.81 Years     MSP 58    AFR 14%    IFR 0.2%    1YR 4    5YR 62    Max Repair 72 MSP

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 20,000 Litres    Range 5.8 billion km   (5 days at full power)

10cm Railgun V4/C3 (1x4)    Range 40,000km     TS: 11500 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Gunboat Fire Control III (1)    Max Range: 80,000 km   TS: 12000 km/s     88 75 62 50 38 25 12 0 0 0
Small Fusion Reactor (1)     Total Power Output 3    Armour 0    Exp 5%

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

As the Horo already filled most of the Rodney's role, the two have been combined. The Rodney II provides command ship capabilities and also a small amount of point defense with its railgun.

Code: [Select]
Scipio II class Scout    800 tons     70 Crew     236 BP      TCS 16  TH 184  EM 0
11500 km/s     Armour 3-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 4.34 Years     MSP 65    AFR 14%    IFR 0.2%    1YR 6    5YR 83    Max Repair 126 MSP

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 100,000 Litres    Range 28.8 billion km   (29 days at full power)

Long Range Search Radar (1)     GPS 17640     Range 164.0m km    Resolution 140

Code: [Select]
Semmes II (EM) class Early Warning Craft    800 tons     75 Crew     171 BP      TCS 16  TH 184  EM 0
11500 km/s     Armour 1-7     Shields 0-0     Sensors 1/55/0/0     Damage Control Rating 1     PPV 0
Maint Life 13.9 Years     MSP 134    AFR 5%    IFR 0.1%    1YR 1    5YR 19    Max Repair 55 MSP

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 190,000 Litres    Range 54.8 billion km   (55 days at full power)

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

The wide variety of sensor gunboats also receive updates, all using the same template.

Code: [Select]
Lexington II class Strike Carrier    15,000 tons     720 Crew     1947 BP      TCS 300  TH 1200  EM 0
4000 km/s     Armour 4-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 4.84 Years     MSP 1487    AFR 300%    IFR 4.2%    1YR 105    5YR 1573    Max Repair 40 MSP
Hangar Deck Capacity 8000 tons     

Military Magneto-plasma Drive (15)    Power 80    Fuel Use 60%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 200.0 billion km   (578 days at full power)

Code: [Select]
Zeus II class Strike Cruiser    15,000 tons     1245 Crew     3489 BP      TCS 300  TH 1200  EM 0
4000 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 1.9 Years     MSP 1744    AFR 150%    IFR 2.1%    1YR 625    5YR 9374    Max Repair 1296 MSP
Flag Bridge   

J15000(5-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 5
Military Magneto-plasma Drive (15)    Power 80    Fuel Use 60%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 60.0 billion km   (173 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

Before the first ship even finishes, the new fleet ships are obsolete. The decision is made not to update the Cornwallis class; they are extremely slow and vulnerable to begin with, and updating the engines wont be enough to change that. Once sufficient Lexington class ships are available the Cornwallis class may be scrapped or delegated to escort and survey duties.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #92 on: February 04, 2012, 12:34:11 am »

Addendum!

February 25, 2018: The Opportunity, surveying Alpha Centauri-A 1 from orbit, spots numerous regularly spaced structures on a dusty plateau. They are crumbled with age, but may have some association with the ancient AC Automaton automated vessels found in orbit of the planet.

A second Semmes (TH) class should finish within several days. It is decided that the CVL Leonidas will transport a second group of Survey boats to the system, then proceed to the planet with a team of scientists to investigate the ruins.
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EuchreJack

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #93 on: February 04, 2012, 08:47:15 pm »

Better bring troops...

Spoiler (click to show/hide)

Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #94 on: February 04, 2012, 08:57:21 pm »

Yer doin' it wrong!


Spoiler (click to show/hide)
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #95 on: February 04, 2012, 08:58:54 pm »

March 29, 2018: The archaeology team arrives at Alpha Centauri-A 1 and excitedly sets to work exploring the strange ruins. The Leonidas will remain in orbit to provide support and protection.

April 18, 2018: While surveying the system of Proxima Centauri, the Newton finds a jump point that already has a jump gate of obviously alien manufacture. The gate appears quite old, however, and the system shows no sign of inhabitation.

May 5, 2018: Scientists on Earth develop the technology for Marine Companies specialized in boarding other vessels in space. The scientists involved decide they are much more comfortable working with sensor technology than military grunts, and will work on tier 2 Electronic Countermeasures next.

June 28, 2018: Three Lexington Strike Carriers emerge from their shipyards, enormous and majestic. They then turn around and land back in their shipyards for refits to Magneto-plasma drive technology. Shortly thereafter a Zeus class cruiser does the same.

December 29, 2018: The three Lexington class and one Zeus class complete their refitting. Combined, the ships can transport as many gunboats as 6 Cornwallis class, move at more than twice the speed, and have defenses in case they are attacked.

Once sufficient new model gunboats are available it will be time to enter the Lacaille system once again.

February 11, 2019: Though the news is quiet, Earth's shipyards are working at all hours to expand and update the UHF navy



March 1, 2019: The Archaeology team in Alpha Centauri transmits their report. The ruins appear to have belonged to a race called the Metis Consciousness, and 29 installations remain at least partially intact. Examining and restoring them will requiring transportation of an engineering brigade to the planet. Currently the only shipyard capable of producing a sufficiently large ship is busy building terraformers, but expansion of other yards are underway.

The team boards the Leonidas and sets course back for Earth. As Alpha Centauri has now been fully surveyed, the carriers will begin a detailed survey of Barnards star.

May 1, 2019: Two new civilian space docks finish expansion efforts, and are now capable of constructing Freighter size vessels. They go to work on two new designs

Code: [Select]
New York class Troop Transport    30,000 tons     340 Crew     959 BP      TCS 600  TH 1200  EM 0
2000 km/s    JR 2-25(C)     Armour 3-86     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 1     PPV 0
MSP 20    Max Repair 64 MSP
Troop Capacity: 5 Battalions    Cargo Handling Multiplier 5   

JC30K Commercial Jump Drive     Max Ship Size 30000 tons    Distance 25k km     Squadron Size 2
Civilian Magneto-plasma Drive (6)    Power 200    Fuel Use 6%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 300,000 Litres    Range 300.0 billion km   (1736 days at full power)

Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

The New York is intended to ferry troops to various colonies and the archaeological dig in Alpha Centauri. If the design for a combat drop ship eventually come to fruitition it may also transport marine companies to board enemy ships, so it was designed with a jump drive and enough armor to survive a few hits in combat.

Code: [Select]
Jones class Salvager    35,000 tons     450 Crew     820 BP      TCS 700  TH 1400  EM 0
2000 km/s     Armour 1-95     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 15    Max Repair 200 MSP
Cargo 15000    Cargo Handling Multiplier 5   
Salvager: 1 module(s) capable of salvaging 500 tons per day

Civilian Magneto-plasma Drive (7)    Power 200    Fuel Use 6%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 500,000 Litres    Range 428.6 billion km   (2480 days at full power)

Little is known about about the AC Automaton ships, and this design is intended to fix that. Capable of analyzing wrecked ships and salvaging minerals and intact parts, it may even be able to aid us in recreating their advanced technology.

July 5, 2019: Sufficient new model gunboats are now available to load the three Lexington class, and Vice Admiral Hannah Avram decides it is time to deal with the AC Automaton ships in Lacaille 9352.

July 27, 2019: Within weeks of departing Earth, the flag bridge onboard the Zeus begins reporting that Earth is under attack by the Evil Galactic Empire. Luckily it turns out to be a computer malfunction which is quickly corrected. Admiral Hannah Avram is not amused. Hopefully this is only an isolated incident.



August 9, 2019: The First and Second Fleets arrive in the Lacaille system. The fleet launches gunboats and they head in system.

While previous battles amounted to mostly just each side wailing at the other, Vice Admiral Avram feels that something more complicated is called for here. First of all, she has two gunboat forces with differing speeds; keeping them together would sacrifice the speed of the newer ships.

Second, and perhaps more troubling, is the enemy missile gunboats. The newer ships are faster, but only just, and the small ships are difficult to track on sensors. If the gunboats launch missiles and then retreat, the newer gunboats would have to leave the fleet to pursue, and possibly be lead into firing range of the enemy's medium size craft. Instead, the admiral decides to set a trap.



During the first battle of Lacaille, it was proven that the enemy converges on active sensor emissions. Therefor, the slower gunboats will play the bait by activating their sensors and attracting the enemy vessels, while the new model gunboats wait in stealth. Once the Second GB Squadron detects enemy vessels the first will circle around behind them.

Soon the enemy is detected, but to the surprise of the admiral it is the five enemy capital ships rather than the gunboats. The trap is activated regardless; the smaller ships may still be out there but will only be detected at close range. The First Fleet gunboats begin moving in behind the enemy vessels.

As the 2nd Squadron closes, two salvos of 8 missiles are detected, likely from the two contacts designated Anzone. The gunboats reverse course while openning fire on the incoming missiles.

The gunboats weather 9 sets of 16 missiles. Most are shot down, but enough leak through to destroy a brazwell and damage two others. Then 3 salvos of 9 missiles are detected, implying the Simbwaye contacts have joined the fight. The gunboats have trouble dealing with the larger salvos, and ships begin to explode or fall behind as their engines are damaged.

Finally, the missile bombardment ends, and sensors reveal the contacts are heading back in system. It appears they are out of missiles and returning for reloads. Though the plan was originally formulated to catch the gunboats, the ambush will work just as well against the capital ships.

Several hours later, the First Fleet gunboats activate their sensors from a position directly between the enemy ships and any possibility of reload. It is unknown if the AC automatons feel emotion, but if so they are probably feeling terror and despair. The gunboats open fire and the enemy vessels attempt to evade them rather than ram, but they can only postpone the inevitable.

One of the contacts is crippled and reduced to a speed of 645 km/s. This would be an ideal opportunity to make use of the boarding shuttles if they were finished; Admiral Avram sends a message to Earth urging that development be expedited.



Soon, it's all over. The gunboats destroy the frantically evading enemy ships without ever coming under fire. However, no sign has been seen of the light craft who were the original target of the trap. Both groups shut down their active sensors; The second fleet gunboats collect lifepods and then return to their motherships for repair and refueling.

Within 12 hours, all of the gunboats that were able to dock have their armor patched up and internal systems repaired. They launch again and resume trying to draw out the small craft.

The plan works, but somewhat too well; the Nyryat craft, apparently through pure coincidence, approach the 1st gunboat squadron close enough to detect them with active sensors, and abruptly switch targets. The first fleet gunboats move to engage. Soon enough, 66 incoming missiles are detected from the 6 Nyryat; the point defense capability of the new gunboats is about to be tested.

37 out of 66 missiles are shot down; impressive for a group of only 30 ships. The remaining 28 missiles impact and destroy 3 Brazwell IIIs. The 27 surviving gunboats of the 1st Squadron close to inflict their revenge as the enemy runs, but it does not save them. The faster gunboats eventually chase down and rip apart the fragile craft.

All known enemy forces have been eliminated, so the gunboats return to their carriers. The second fleet carriers move to retrieve those gunboats that are intact but rendered immobile by engine damage.

All told the UHF has lost 13 gunboats and received damage to a dozen more which was repaired by maintenance teams on the carriers at a minimal cost in supplies. In return they have destroyed 5 7,750 ton capital ships and 6 1,000 ton gunboats; a favorable rate of exchange. Even more important is that, if the survey of this system comes up clear, all known forces of the AC Automatons have been eliminated.

After picking up damaged fighters, the carriers move in system to make sure there are no remaining ships or orbital installations.

September 10, 2019: The navy completes an exploration of Lacaille 9352 and pronounces it clear of enemy forces.

Spoiler (click to show/hide)
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EuchreJack

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #96 on: February 04, 2012, 09:13:25 pm »

I liked the grand battles.  I'd like my Marines to be involved in the next one.

Korbac

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #97 on: February 04, 2012, 09:19:39 pm »

SPACE MARINES

BATTLE BROTHERS

This is a very good read, Bremen.  :) Let us hope the Precursors are eliminated, and that ample minerals can be gathered!
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #98 on: February 04, 2012, 09:25:33 pm »

I liked the grand battles.  I'd like my Marines to be involved in the next one.

Marine companies are already in training! Really the biggest delay will probably be the troop transport, and that will probably be ready before another battle comes up.
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majikero

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #99 on: February 04, 2012, 10:02:05 pm »

Will you use defense satellites or base? Lots of point defense is good so they have to come in orbit to nuke you.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #100 on: February 04, 2012, 10:24:54 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.
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NRDL

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #101 on: February 04, 2012, 10:26:50 pm »

Semper Fidelis, Bremen.  Give us space marines. 
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kisame12794

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #102 on: February 04, 2012, 10:33:34 pm »

Aliens? HERESY.
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Elfeater

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #103 on: February 04, 2012, 10:34:58 pm »

And Imperial guard!
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #104 on: February 04, 2012, 11:18:26 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.
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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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