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Author Topic: Let's Play Aurora - Ad Astra per Aspera  (Read 38139 times)

NRDL

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #120 on: February 06, 2012, 08:38:17 am »

I'd recommend a specialized carrier/transport as well; easier to keep things straight that way.

+1
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #121 on: February 06, 2012, 04:01:00 pm »

January 1, 2021: To employ the Sparta class more efficiently, a new ship design is developed based on the Lexington class strike carrier.

Code: [Select]
[IMG]Greece class Assault Transport    15,000 tons     631 Crew     1513 BP      TCS 300  TH 1200  EM 0
4000 km/s     Armour 4-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
Maint Life 3.9 Years     MSP 630    AFR 180%    IFR 2.5%    1YR 66    5YR 985    Max Repair 40 MSP
Hangar Deck Capacity 4000 tons     Troop Capacity: 2 Battalions   

Military Magneto-plasma Drive (15)    Power 80    Fuel Use 60%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 285,000 Litres    Range 57.0 billion km   (164 days at full power)[/IMG]

Capable of carrying 10 Sparta shuttles and their payload of 10 Marine companies, the Greece will make a valuable addition to the fleet. A shipyard is available, so construction begins immediately.

Freighters in the Sol System continue moving automated mines about as mineral deposits peter out or are completly exploited. The only major deposits left in the Sol system are in deep space comets, but there are still small deposits on various asteroids that can be exploited. Hope system is rapidly becoming humanity's best source for minerals.

February 13, 2021: During a temporary lull in shipbuilding, Earth begins scrapping old model gunboats. The minerals and parts will be put to good use building the newer, much more capable ships.

May 14, 2021: The New York finishes construction, and begins ferrying troops and engineers to Alpha Centauri.

August 6, 2021: Exploring the new system of WX Ursae Majoris, the Newton notices the wrecks of several unknown ships on long range scans. Several hours later, a sensor officer notices that one of the wrecks is no longer there.



Captain Teodoro Naik is no coward, but strange occurences have had a way of destroying survey ships in the past, and the Newton possess no weapons or armor. He sets a return course for Earth and suggests the Navy handle this. Before it reaches the jump point the Newton observes a second wreck disappear as well.

Vice Admiral Hannah Avram decides to take the 1st Fleet to investigate. The 2nd Fleet, slower and more vulnerable, will remain behind to protect Earth.

September 1, 2021: 1st Fleet jumps into the WX Ursae Majoris system and immediately detects active sensors of another vessel. The vessel's location corresponds to the last known location of the unknown wrecks, which are no longer present. The fleet deploys gunboats and begins transmitting a first contact package.

The unknown vessel begins moving towards the 1st Fleet, and the Semmes sensor ship detects a new EM emission that appears to be some sort of energy field. The gunboats set out to intercept the contact before it can reach the carriers.

Approximately half way to the contact, the first fleet gunboats detect 67 800 ton ships on an intercept course for the carriers. Due to the difficulty of detecting such small ships the alien contacts are actually closer to the carriers than the gunboats are, though they are only moving at 10,000 km/s compared to the gunboat's 11,500. The gunboats reverse course and attempt to get between the aliens and the carriers, in case they prove hostile. They alien ships change course to intercept the first fleet gunboats at roughly the same moment.

The situation is not looking good, and the debate rages about whether to order the gunboats to open fire. The decision quickly becomes moot. At a distance of 74,000 km, well out of range of even plasma cannon, space between the two groups lights up with unknown weapons fire, and the Brazwell III 035 suddenly explodes.

The situation does not look good. The gunboats are outnumbered and apparently out-teched. Admiral Avram orders them to use their superior speed to attempt to disengage and return to their carriers.

The range slowly begins to open. The aliens open fire at 89,000 km, then again at 104,000 km, each time destroying another Brazwell. Then the enemy guns fall silent, apparently having exceeded their range. The gunboats begin curving around to return to their carriers without entering enemy weapon range.



Several hours later, the gunboats reach their carriers and perform emergency docking mere minutes ahead of the pursuing enemy vessels. The carriers then jump out of the system and their captains can only pray that the enemy ships do not have Jump drives as they set course for Earth. Luckily, no signs of pursuit are detected.

It has been a rather depressing day for humanity. A second alien race encountered, and they too prove hostile and exceptionally dangerous. Worse, the enemy vessels were in range to watch the first fleet jump out of the system, so if they did not know about the Jump Point's existence before they certainly know now. Even if they do not follow, future missions to the system must be prepared for the enemy fleet to be waiting for them at the jump point.

On the positive side, the decision to scrap the older gunboats is vindicated; they would have been substantially slower than the aliens and have no choice but to fight.

It is possible that a sufficiently large force of gunboats could overwhelm the enemy ships, but they would likely suffer heavy losses. Another strategy would be containment; defenses could be established in Hope, possibly around the jump point, to hold back the aliens until Humanity is ready to deal with them.
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Delta Foxtrot

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #122 on: February 06, 2012, 04:10:53 pm »

Oh my. Do we have any weaponry that might out-range the alien ships?
I reckon the best option would be to contain the threat and look back into it once our navy has been upgraded at least one generation further. What are the chances of them jumping in after us?
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #123 on: February 06, 2012, 04:28:05 pm »

We could potentially fit a weak particle beam onto a gunboat and hit out to ranges of 240,000 km. It'd have to sacrifice other things like tracking speed and armor, though.

As for the enemy (Aurora gameplay spoilers)

Spoiler (click to show/hide)
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Korbac

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #124 on: February 06, 2012, 04:31:34 pm »

Is it... The S.S.? Or the I.I? :)
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #125 on: February 06, 2012, 04:35:07 pm »

The former.
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #126 on: February 06, 2012, 05:55:34 pm »

Code: [Select]
Sol ----- Hope ----- Ross 128 ----- WX Ursae Majoris (Alien controlled)
                             \----- FL Virginis (Survey in progress)

Vice Admiral Hannah Avram has submitted several proposals to deal with the new aliens, who currently need a name.

A) All out attack. Within one month, the navy will be able to field 89 Brazwell and 24 Rodney class gunboats. This may be sufficient to overwhelm the enemy with sheer numbers.

Advantages: Quickest; potentially destroys the enemy ships before they can be reinforced.
Disadvantages: If the enemy is waiting at the jump point the carriers may be destroyed with gunboats still in their hangars.

B) Fortify the Ross 128 - WX jump point. Just as the jump point presents an obstacle for a UHF attack, so will it cause problems for the aliens. Using a jump drive has proven to disable electronic systems for at least half a minute, during which time the enemy would be helpless. Additionally, unless their gunboats are individually jump capable they would have to ferry them through aboard some sort of carrier. Fortification could be done with gunboat squadrons, defensive satellites, and/or minefields.

Advantages: Enables defense in depth; Ross 128 possesses a fairly habitable Martian type planet, maintains connection with FL Virginis
Disadvantages: Logistical problems; fortification must be done without a jump point connection, and units would need to leave the system for resupply unless a forward base is developed.

C) Fortify the Hope - Ross 128 jump point. Currently the Ross 128 system holds nothing of particular value to the UHF, and there are several advantages of creating a defensive line in the Hope system instead. By constructing fixed defenses on the planet a fallback position could be created for jump point defenders.

Advantages: Easier to maintain defenses, fortifying a colony system may be useful even after the current enemy is defeated
Disadvantages: If defenses fail millions will be left vulnerable, allows the aliens to expand into the Ross 128 and FL Virginis systems

D) Picket the Ross 128 - WX jump point. It is unknown if the aliens even have jump point technology, and even if they do it will likely take them time to locate the Hope system. By stationing a small gunboat squadron or possibly sensor buoys on the jump point, the fleet should receive advance warning of any incursion into Ross 128 in time to defend the Hope system.

Advantages: Cheap
Disadvantages: Risky
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Korbac

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #127 on: February 06, 2012, 06:11:06 pm »

I don't know what tech our enemies are... So I can't in good conscience advise an all out attack. B) sounds good though.
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Flying Dice

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #128 on: February 06, 2012, 06:19:11 pm »

BAHAHAHAHAHAHA! I was just waiting for this moment after we settled into carronade-armed gunboats. Yeah, unless we suck a few systems dry for minerals to build hundreds of gunboats, we aren't going to be taking down multiple
Spoiler (click to show/hide)
.


Picket the Ross 128-WX and Hope-Ross 128 JPs, combine 1st and 2nd fleet and station them just within sensor range of the Hope-Ross 128 JP, on a line to the Hope-Sol JP. And promote Avram to Sky Marshal; the way things are going, we should have as many parallels as possible, just for the lulz.


In the meantime, begin researching laser tech, and develop a cruiser design armed with single turrets mounting the heaviest lasers we can build, with no armor or shields. If we have high efficiency + lower explosion chance tech, make specialized engines and reactors for it, and make sure that the FCs and reactors have some measure of redundancy. If we have lower than 20cm lasers and UV lasers, wait till we reach that to finalize the design. In the meantime, stockpile minerals and begin building components for that cruiser design that won't be outdated by the time we start building them.

If you care, handwave it as 'developing new technical doctrines for countering the current threat' or w/e.
« Last Edit: February 06, 2012, 06:21:10 pm by Flying Dice »
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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

Korbac

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #129 on: February 06, 2012, 07:02:36 pm »

Is it possible to use these guys as a renewable resource (harvesting wrecks), or do they somehow draw resources from systems they visit?  ;)
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Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #130 on: February 06, 2012, 07:07:56 pm »

Is it possible to use these guys as a renewable resource (harvesting wrecks), or do they somehow draw resources from systems they visit?  ;)

Uh... it's more like they use us as a renewable resource.

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 #131 on: February 06, 2012, 07:42:16 pm »

Is it possible to use these guys as a renewable resource (harvesting wrecks), or do they somehow draw resources from systems they visit?  ;)

Uh... it's more like they use us as a renewable resource.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
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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

Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #132 on: February 06, 2012, 07:48:36 pm »

Is it possible to use these guys as a renewable resource (harvesting wrecks), or do they somehow draw resources from systems they visit?  ;)

Uh... it's more like they use us as a renewable resource.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
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Reudh

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #133 on: February 06, 2012, 07:50:09 pm »

So, I just had to post in this because of 'Ad Astra Per Aspera'.

To Kill a Mockingbird reference, and also it translates as 'from mud to the stars'. Very apt.

Bremen

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Re: Let's Play Aurora - Ad Astra per Aspera
« Reply #134 on: February 06, 2012, 07:59:26 pm »

So, I just had to post in this because of 'Ad Astra Per Aspera'.

To Kill a Mockingbird reference, and also it translates as 'from mud to the stars'. Very apt.

http://en.wikipedia.org/wiki/File:LC34plaque2.jpg

It's used in a lot of places.
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