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BwenGun
Dec 1, 2013

Just finished reading through the entire thread and I wanted to say bgreman, and everyone else who has contributed, what a fantastic LP this is and how it was well worth the week spent reading it.

Further to that, could I possibly be put on the list of people awaiting Naval officers please?


Also, if I may make a general observation regarding the proposed agreement to extend our hold of the Saturnian mining operations, it might be sensible to ensure that the Feds are given a timetable to work with when it comes to when they expect their Jump Point stabilised. After all they may be expecting it straight away, or at least as soon as the second Jump Gate construction ship is complete, which would by necessity slow down our own efforts to stabilise JP3 to Ronoake. That being the case it might be advisable to stipulate that our own stabilisation efforts come first, with the Feds being granted the use of either the third Jump Gate construction ship we build or the first one we have free once work has begun on the Roanoke side of JP3.

The added benefit to the above is we ensure that our own ability to colonise Roanoke is completed first, which will hopefully go some way towards making up for the fact that our ships will have to travel much farther to drop off their infrastructure and colonists, whilst also keeping the Feds happy. Or at least happier.

BwenGun fucked around with this message at 09:03 on Dec 10, 2013

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BwenGun
Dec 1, 2013

Ceebees posted:

Just food for thought:

With regards to Aethernet's directive of linelayer priorites, the Federation isn't especially likely to take a deal where their gate is the third in line and will be done in maybe two years. In order to make the trade, we actually need to be saving them time over researching and launching their own gatebuilder.

If/when we get Luna to prime habitability, shouldn't all the infrastructure there will be available for redeployment? This is 20,000 (and rising) units of infrastructure - another reason to never stop building freighters if we can help it.

Depends entirely on how close they are to getting a gate-builder up and ready. If they have to research the tech, tool a yard and then build the first hull then it may well still be economical for them to essentially hire the use of our third one. Though really it depends on how long it takes for us to build a Linelayer using pre-fabbed components. If it's six months or so then I'd hazard to guess that the Feds will still snap up the chance to get the use of one of ours in lieu of their own, likely to be a year and a half away.

At the very least its worth haggling with them over it. Worst case scenario you could use our reluctance to give over the use of our second Linelayer to them to get some much better long term concessions out of them, for example transfer of industrial capacity or infrastructure which could then be shipped out to Roanoke.

BwenGun
Dec 1, 2013

Jimmy4400nav posted:

If we want alpha ships, in the Skunkworks, there a ship called the Tengu, which could be useful come Ion era. Not a lot of staying power, but it has the capability of lobbing 40 missiles at something if we really want it dead.

I'm never sure about pure Alpha Strike ships. They tend to be fairly limited in terms of utility, and really require a fleet in being mentality where you always expect them to be operating with a large logistical contingent to supply them with reloads. Which isn't a massive problem at the minute due to the relatively small size of the explored galaxy but will likely represent an increasing problem as time moves on.

That being said its a problem that can be worked around and nothing beats a massive Alpha strike to ruin somebody elses day. The Tengu is quite nice for that, though it does have two problems. The first is it only has one fire control, which is a tactical limitation, though not a huge one. The other is that it uses regular launchers instead of box launchers, though admittedly that is likely due to a tech constraint. That being said Box launchers are incredibly useful as they save vast amounts of space, albeit for an added logistical headache when it comes to reloading. More importantly they're a first step towards viable fighters, which is where I'd argue we should be heading.

BwenGun
Dec 1, 2013

I'm with markus_cz, at least in part. I don't think outright denial of the linelayers is a good idea as if they are in fact a year or two away from building them it will significantly chill relations and if its longer then it might actually prompt an even more violent response. But I do think we should at least try to haggle for something more significant. Tech and Duranium if at all possible, and as much of it as we can possibly get. Doing otherwise wastes a perfectly good opportunity to actually get something worthwhile from the Feds as opposed to the usual result where the Feds tend to almost always come away significantly better off than we.

Though actually another option might be to tell them that we'll build their Gate for them, but only if they agree to allow us to institute a toll for the passage of every ship that passes through. Payable in cold hard cash per tonnage of military and colony ships and as a percentage of the goods transited for transport ships. Even if just 2-5% that will provide a significant source of income as they expand their operations there due to the fact that their primary manufacturing base will likely remain on earth for a significant time. At the very least until they can design tugs capable of moving their shipyards.

BwenGun
Dec 1, 2013

FredMSloniker posted:

Ooooooor, we could accept that, in an infinite universe, there's no reason we can't both grow and flourish. Who cares if they get bigger than we do? This isn't a game we win by getting more points than they do. It's not the pre-TNE situation where every square foot of land we get has to be taken from someone else. Once we've claimed the galaxy, maybe then we can start getting pissy, but for now, let's treat them as rivals at worst, not enemies, okay?

Whilst the removal of a long term competition for resources does make the possibility of conflict between the UN and the Federation less likely would it not be a grave error to assume that this makes them less likely to be plotting the UNs downfall. After all whilst competition for resources is a longstanding motivation for war it is far from the only one. Indeed considering the political and cultural make-up of the Feds, especially when contrasted to the UN, I would hazard a guess that once their colonisation of other systems reaches the point where they're able to have moved the majority of their manufacturing and shipbuilding from Sol the chances of a war between the UN and the Federation will rise dramatically. Especially if by that point we have not also been able to move our Shipyards and manufacturing base out of system. After all under those circumstances the Federation would have a very real shot at destroying their single greatest long term threat with a single war, not to mention being able to claim the cradle of humanity for themselves alone.

Obviously they may not, but the Federation has shown itself fundamentally able to plan ahead when it comes to identifying chances to eliminate the competition, it would be reckless to assume that they are not doing the same now and that as such every year we can delay their ability to migrate their production facilities from earth is a year to be cherished. And if we cannot gain those extra years, which seems likely, then it behooves us to gain the best possible deal we can extract from the Feds for the use of our linelayers. As the tech/resources which we can potentially gain from the renting of them may make all the difference if and when the Federation decides to unite humanity by force.

BwenGun
Dec 1, 2013

Coolguye posted:

I would very much prefer we finish jobs we start instead of doing a lot of task switching. Particularly with the mammoth if painfully inefficient bounty we've found in Haka so far.

I concur, though can't we use a Geological Survey Team to potentially up the access of those deposits a fair bit? I dimly recall something about Geo Teams having a higher chance to increase access to already existing minerals than they do to find entirely new deposits. Of course this may just be me misremembering things.


markus_cz posted:

[Amazing map]

Wow, that is both beautiful and incredibly informative!


On a personal note, as the commander of the UNS Didyma I'd just like to say that its an honour to be amongst the first human ships sent to greet one of humanities new neighbours. After the Cape Towns get blown to hell make peaceful first contact I'll be pleased to run away as fast as my unarmed tin can can transmit my report on the alien craft so as to ensure that the vitally important data on this new threat neighbour reaches the rest of the Fleet.

BwenGun
Dec 1, 2013

Sorry if this is me being dense, but a quick question on our fleet. Are the Samar IIb's intended to be our primary escort/missile defence ship until Ion causes a flurry of redesigns? And if so are the sensors it mounts actually up to the task? For example just looking at the wiki it seems like the resolution on its active sensor and fire control seems to be set far too high in order to identify and lock on to incoming missiles at the extreme range of our current generation of counter missiles, or am I misinterpreting the resolutions?

Also, secondary question to those in the know with Aurora (I've not played it for about three years and have forgotten an awful lot) can you fire missiles at your own ships? And if so, could we test out our Escorts in their missile defence role (as well as testing our own missiles ability to punch through a counter-missile screen) by firing live missiles at a task group of Samars/Suriagos but deactivate the missiles before they actually hit their intended targets.

BwenGun
Dec 1, 2013

Thanks for answering my questions everyone, pity about not being able to engage in live fire exercises with your own fleet. But on the bright side at least that avoids "accidents" caused by Fed spies.


Anyway so I downloaded 5.6 and have been playing about with designing ships again after a long absence. In this case I’ve been thinking about our Area Defence Escorts after whats been said about the first, none too successful, generation of escorts. More specifically I’ve been playing about with the techs we have currently researching (Plus the Ion Missile Engine) and I’ve come up with a pair of designs which I think might be a stab in the right direction. Though I freely admit that I’m rusty at this and that advise and criticism is thus thoroughly welcome!

code:
Tribal class Destroyer Escort    2,400 tons     259 Crew     364 BP      TCS 48  TH 240  EM 0
5000 km/s     Armour 1-15     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 8
Maint Life 3.23 Years     MSP 95    AFR 46%    IFR 0.6%    1YR 14    5YR 206    Max Repair 84 MSP
Magazine 68    

Rolls Royce Ion Drive E9 (4)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 41.7 billion km   (96 days at full power)

ATK SML-1 Mk. 2 Point Defense Launch Tube (8)    Missile Size 1    Rate of Fire 15
UN/SGM-23 Sprint Targeting Array (1)     Range 20.2m km    Resolution 1
BAE SIM-12 Sprint Anti-missile Missile (66)  Speed: 44,400 km/s   End: 0.7m    Range: 2m km   WH: 1    Size: 1    TH: 148 / 88 / 44

Navigation Sensor (1)     GPS 1800     Range 16.6m km    Resolution 75

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Design comment: the first component of a small Area Defence escort, this one lacks two things. The first is a dedicated AMM sensor. The second is that it has a very low fuel capacity. Though as its a ship that will rarely, if ever, operate outside of a fleet with its logistics train this hopefully shouldn’t be a problem. The other major problem is the reload speed of the missile launchers. Getting it down to a launch every 10 seconds would do wonders for increasing the effectiveness of the design.

Here is the missile itself:
code:
BAE SIM-12 Sprint Anti-missile Missile
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 10
Speed: 44400 km/s    Endurance: 1 minutes   Range: 2.0m km
Cost Per Missile: 0.99
Chance to Hit: 1k km/s 444%   3k km/s 140%   5k km/s 88.8%   10k km/s 44.4%
Materials Required:    0.25x Tritanium   0.49x Gallicite   Fuel x25
I’m assuming that we’ll be facing enemy missiles hovering around the 30-40,000 kps speed and the aim is to ensure that each salvo the ships fire can guarantee at least a single kill on at least one enemy missile. Within their engagement envelope they should be able to launch 3 times against each incoming enemy missile wave. In theory this means they should have the ability to kill, as a worst case scenario, 3 missiles each. Slower incoming missiles will raise that number dramatically, especially if the way salvoes work hasn’t changed since last I played.

code:
Leander class Destroyer Leader    2,350 tons     228 Crew     436 BP      TCS 47  TH 240  EM 0
5106 km/s     Armour 1-15     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 1.59 Years     MSP 116    AFR 44%    IFR 0.6%    1YR 53    5YR 795    Max Repair 240 MSP

Rolls Royce Ion Drive E9 (4)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 42.6 billion km   (96 days at full power)

UN/SGY-16 Athena Advanced Warning Sensor  (1)     GPS 240     Range 19.2m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
The Leander is effectively simply an upgraded version of the Delphi, only geared wholly towards spotting incoming hostile missiles at the extreme range of the Sprint short range AMMs. With the centrepiece being the Athena Advanced Warning Sensor, which is capable of detecting missiles of size 6 and smaller up to 2.1 million km out.

Three additional things to think about :
1) You can indeed increase the range of AMMs, but this comes at the expense of their accuracy. But more importantly it adds to the size of the Fire controls and Active Sensors needed in order to detect and hit the hostile missiles at the edge of that extended range.
2) Upping our sensor tech really does help with this, especially when having to deal with relatively small hull sizes. Though with both the active sensor and fire control the Research costs are still high.
3) I’ve got both ships hovering around 5,000 km/s in speed in the above designs. This isn’t entirely necessary. Back when I played regularly I tended to hover around 4-4500 km/s when building first generation Ion Engines, with faster designs tending to use more powerful but less efficient engines in order to save on hull space. In the end it comes down to a decision as to whether we want faster or better armed/armoured/equipped ships.

BwenGun
Dec 1, 2013

Gnooble posted:

Fine designs, although I have a few notes. I especially like that you designed to 5000 kps, I like fast warships.

First, 1 armor - I know the goal is to not get hit, but I like to have at least 2 armor on warships - can't stop every warhead.
Second, the need for a separate ship for spotting - this is the number 1 thing I want to get away from in the Ion Fleet, having long range spotting ships are nice but having ships incapable of performing their primary mission without being paired with a specific sensor ship is a bad thing in my opinion. We'd be better off building a bigger ship, stripping the "Navigation Sensor" and fitting in the missile detection sensor.
Third, low magazine space - you've got 8 volleys there, that's a pretty low number. In case people have forgotten we're operating under house rules that make reloading of ships take a substantial amount of time rather than being instant (as is normal in Aurora), with only 8 volleys, these escorts would likely run dry before the enemy ships, leaving our fleet vulnerable. This is a problem shared with our current escorts. This is particularly a problem as you've designated 3 shots at each incoming volley - this means that after 3 enemy volleys we'd be back to relying solely on armor.

The missile itself looks good though.

edit: Product of a quick slapping together of another escort design. Larger, as our shipyards will be larger when these ships start construction. Smaller salvo size, but larger magazine space allowing it to stay in action longer. Also slightly shorter range - only 2 proposed volleys per enemy salvo.

code:
Tribal class Destroyer Escort    3,000 tons     282 Crew     488.8 BP      TCS 60  TH 300  EM 0
5000 km/s     Armour 2-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 6
Maint Life 2.32 Years     MSP 102    AFR 72%    IFR 1%    1YR 26    5YR 386    Max Repair 128 MSP
Magazine 126    

Ion Engine E9 (5)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 66.7 billion km   (154 days at full power)

Size 1 Missile Launcher (6)    Missile Size 1    Rate of Fire 15
Missile Fire Control FC10-R1 (1)     Range 10.6m km    Resolution 1
Size 1 Anti-missile Missile (126)  Speed: 44,400 km/s   End: 0.7m    Range: 2m km   WH: 1    Size: 1    TH: 148 / 88 / 44

Active Search Sensor MR10-R1 (1)     GPS 128     Range 10.2m km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

I had completely forgotten the house rule with regards to magazine reloads, that being the case I do heartily concur it really does need a much larger magazine. Regarding armour I do see your point, I always seem to forget the stuff when designing.

Playing around with an escort that can both fire at and detect incoming enemy missiles I do have to say that they get very large, very quickly. Indeed the only way I can see to get them both on the same ship at or under 3000 tons is to essentially halve the detection and fire range of both sensors as you've done above. Which is a sensible enough approach, but which does rather limit their effectiveness, especially with their relatively slow fire rate. I also suspect that in terms of raw tonnage a two ship system is more effective at getting a maximum number of AMMs on target against hostile missiles.

Saros posted:

What jumps out to me is the lack of armor and magazine space as well as the 75 resolution on the escorts sensor. Also the missile needs to use agility (assume at least 1 level better agility tech) as it does a much better job increasing to-hit than raw speed.

Finally if you look at our shipyards you can actually build them bigger than they are which is currently an awkward size of too big for oyr jump tenders but not taking full advantage of the possible tonnage.

For the missile agility I must plead tiredness, I'd forgotten to apply the changes of Ion missile drives to the rest of the spreadsheet I'm using to work out the best missile intercept rates.

As for the Navigation sensor, really I just chucked one on that would give a decent cross-section so that the ships wouldn't fly into things whilst navigating between squadron postings. Admittedly I haven't designed a ship in a while though so I'm not certain it gives the best coverage. I suppose dropping it down to 50 resolution might be better considering the average size of the enemy ships.

BwenGun fucked around with this message at 13:11 on Jan 15, 2014

BwenGun
Dec 1, 2013

Aethernet posted:

Aurora is practically designed to ensure that you forget stuff when designing. I remember far too many games in which the inability of my warships to actually fire baffled me until I realised I'd installed the wrong size of fire control.

Oh how I do know that embarrassment! Nothing quite like building your brand new beam cruiser and finding out you forgot to put any reactors on the thing. :xd:


Anyway I went back to my ship drawing board this morning with all the advice given and here are the results. Sorry in advance if this is quite a long post, I got as bit engrossed.

code:
Tribal II class Destroyer Escort    3,000 tons     266 Crew     420.8 BP      TCS 60  TH 300  EM 0
5000 km/s     Armour 2-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 6
Maint Life 2.3 Years     MSP 88    AFR 72%    IFR 1%    1YR 23    5YR 339    Max Repair 84 MSP
Magazine 186    

Rolls Royce Ion Drive E9 (5)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 33.3 billion km   (77 days at full power)

ATK SML-1 Mk. 2 Point Defense Launch Tube (6)    Missile Size 1    Rate of Fire 15
UN/SGM-23 Sprint Targeting Array (1)     Range 20.2m km    Resolution 1
BAE SIM-12A Sprint Anti-missile Missile (156)  Speed: 36,600 km/s   End: 0.9m    Range: 2m km   WH: 1    Size: 1    TH: 158 / 95 / 47

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Much larger magazine and two armour belts as opposed to one. This coming chiefly at the expense of the AMMs themselves which suffer a 25% reduction, which is a pain as it makes each Salvo not a guaranteed kill against a missile incoming at 30,000 km/s, though only by 0.05%, which is hopefully negligible.

Followed by the Leander

code:
Leander II class Cruiser    3,000 tons     268 Crew     510.2 BP      TCS 60  TH 300  EM 0
5000 km/s     Armour 3-18     Shields 0-0     Sensors 20/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 1.19 Years     MSP 106    AFR 72%    IFR 1%    1YR 76    5YR 1147    Max Repair 240 MSP

Rolls Royce Ion Drive E9 (5)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 33.3 billion km   (77 days at full power)

UN/SGY-16 Athena Advanced Warning Sensor  (1)     GPS 240     Range 19.2m km    Resolution 1
Thermal Sensor TH4-20 (1)     Sensitivity 20     Detect Sig Strength 1000:  20m km

This design is classed as a Military Vessel for maintenance purposes
With this design the principal addition is a third again as much armour as the Tribals, the aim being to try and make sure that the Leanders are less likely be knocked out of combat.

Now to this I have to add that I rather badly miscalculated the number of salvos the Tribals can get off against incoming enemy missile salvoes travelling at 30,000km/s. Instead of 3 it was, in point of fact, 4. Which means that each salvo of six Sprints a Tribal fires has a 0.95 chance to hit, so with four salvos fired before impact each Tribal can effectively deal with an estimated 3.8 incoming enemy missiles. Now assuming a squadron configuration of 6 Tribals, and 1 Leander, that means that they can handle an estimated 22.8 missiles at 30,000km/s.

The relevance of the above stems chiefly from the question as to whether we should aim to have both Active and Fire Control sensors on the same ships. Using Gnoobles all inclusive design there is only a chance to fire 2 salvos at an incoming wave of enemy missiles before they impact. A squadron of seven of those Tribals would only be able to shoot down 13.3 incoming enemy missiles compared to 22.8 for a similar tonnage of a mixed squadron.

Obviously that isn’t the whole story as the utility of the dual-purpose design is a lot higher, not to mention there’s less chance that a rogue missile will knock out the squadrons ability to even detect the incoming missiles. But personally I am still of the mind that separate ships are better for the time being. At least until we can increase ancillary techs in order to bring down the size of the sensors and also improve missile reload speed and agility.

Though to be honest I’d wait a bit longer so we can put together something like this:

code:
 County class Destroyer Escort    3,750 tons     350 Crew     691.2 BP      TCS 75  TH 378  EM 0
5040 km/s     Armour 2-21     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 6
Maint Life 1.2 Years     MSP 115    AFR 112%    IFR 1.6%    1YR 82    5YR 1234    Max Repair 240 MSP
Magazine 134    

Future Ion Engine E9.9 (6)    Power 63    Fuel Use 99%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 50,000 Litres    Range 24.2 billion km   (55 days at full power)

Future Size 1 Missile Launcher (6)    Missile Size 1    Rate of Fire 10
Future Missile Fire Control FC19-R1 (1)     Range 19.2m km    Resolution 1
BAE SIM-12B Sprint Anti-missile Missile (134)  Speed: 31,800 km/s   End: 1m    Range: 2m km   WH: 1    Size: 1    TH: 180 / 108 / 54

Future Active Search Sensor MR19-R1 (1)     GPS 240     Range 19.2m km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s 
Which is a lot more well rounded, though at 3,750 tons it’s a big lad and has a tiny fuel capacity. The techs required for it are: Active Grav Sensor Strength 16, Missile Agility 32 per MSP, Missile Launcher Reload Rate 3, Power Efficiency -10, Magazine Efficiency 80%. Which have a combined RP cost of 14,000 RP, which is hefty. Though if I were to state an opinion I’d say that if we went with a two ship approach then just getting missile Reload Rate 3 and Active Grav Sensor Strength 16 would massively increase the ships effectiveness as it cuts about 25% of the sensor sizes; and the added rate of fire rapidly increases the number of hostile missiles that can be intercepted within the ships engagement radius.

As to the actual number crunching side of things the County is a lot more effective, each one being able to stop 6.5 missiles travelling at 30,000km/s prior to impact with a Squadron of six of them able to stop 45 hostile missiles for roughly the same tonnage as 6 of the Tribal IIs and Leander.

But that then has to measure up to new designs for the Tribal and Leander Pairing.

code:
Tribal IV class Destroyer Escort    3,000 tons     282 Crew     460.8 BP      TCS 60  TH 315  EM 0
5250 km/s     Armour 2-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 8
Maint Life 2.18 Years     MSP 96    AFR 72%    IFR 1%    1YR 27    5YR 405    Max Repair 80 MSP
Magazine 168    

Future Ion Engine E9.9 (5)    Power 63    Fuel Use 99%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 100,000 Litres    Range 60.6 billion km   (133 days at full power)

Future Size 1 Missile Launcher (8)    Missile Size 1    Rate of Fire 10
Future Missile Fire Control FC19-R1 (1)     Range 19.2m km    Resolution 1
BAE SIM-12B Sprint Anti-missile Missile (168)  Speed: 31,800 km/s   End: 1m    Range: 2m km   WH: 1    Size: 1    TH: 180 / 108 / 54

Future Navigation Sensor MR5-R20 (1)     GPS 320     Range 5.7m km    Resolution 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
code:
Leander III class Destroyer Leader    3,000 tons     231 Crew     581.2 BP      TCS 60  TH 315  EM 0
5250 km/s     Armour 6-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 1.38 Years     MSP 121    AFR 72%    IFR 1%    1YR 69    5YR 1033    Max Repair 240 MSP

Future Ion Engine E9.9 (5)    Power 63    Fuel Use 99%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 100,000 Litres    Range 60.6 billion km   (133 days at full power)

Future Active Search Sensor MR19-R1 (1)     GPS 240     Range 19.2m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
The most obvious thing about this pairing is that the Tribal now has 25% more launchers and the Leander has an incredibly thick armour belt for its size making it far less likely to be knocked out in combat.

In terms of missile interception six Tribal IVs and a Leander III can stop 52 incoming hostile missiles prior to impact which is about a ten percent increase over the County class despite having 1500 less tonnage.

BwenGun
Dec 1, 2013

Sorry I should have made that clearer.

For the Tribal and Leander's I to II I'm limiting myself to what we currently have plus:
Ion Drives
Ion Missile Drive
EM Sensor Sensitivity 8
Composite Armour
Levitated-Pit Implosion Warhead: Strength: 4 x MSP

Which are all already either researching or will doubtless be researched soon.

For the Tribal IV, Leander III and County I'm using the above plus:
Active Grav Sensor Strength 16
Missile Agility 32 per MSP
Missile Launcher Reload Rate 3
Power Efficiency - -10% Power Increase 5%, Exp 7%
Magazine Efficiency - 80%

The above was more a list of things I'd like, though looking at your list it seems to be mostly there, minus the Power Efficiency anyway and with added Small Crew Quarters.

BwenGun
Dec 1, 2013

Saros posted:

Well I do like your designs, keep up the good work! Can I ask what % of hullspace you are assigning to engines to get those speeds in excess of 5Kkps?

Also for whatever ship we ending out cramming a massive AMM sensor onto it can be pretty big (maybe 4kt+ ?) as we will likely use the Mistubishi Military yard (1 slipway so it expands quite fast) and only produce a few of them, this will hopefully let us put at least some tubes on them. Most likely we will use BC void for the actual point defense ships so you can likely get them out to 3500T at least. I would really like a to see a third armor layer as well as whatever else can be fit on with the increased size.

Thanks! And it hovers around 42% of the total hull space. Which is a lot, but it does provide us with a very fast fleet, which if we're schlepping it to Roanoke and back frequently will be a plus. Personally I'd happily go down to a speed of 4-4,500kmps as it will free up 5-9% of the hull space, but that's really for the Director of the Navy to make a decision on.

If we wanted to we could probably produce a dedicated 5,000kt military sensor ship with both an Anti-missile Sensor and an Long Range Ship Sensor, we could probably also fit on some rather effective passive sensors as well to allow it to lurk with its taskgroup. Though that does make the problems arising from its destruction much, much worse.

Whilst we're talking about expanding the size of the escorts though, a thought occurs to me. Would the use of cargo handling systems in both our fleet Coliers and actual ships speed up the reload process, and if so would it make much of a difference?


Saros posted:

I feel like more use would be gotten out of an Em or thermal passive rather than an active sensor.

I agree, plus having the only sensor on a survey ship be an active one is just asking for an alien to blow them the hell up.

BwenGun
Dec 1, 2013

Foxfire_ posted:

Ships/Corny shipyard deal

How are we planning to divy up our shipyards in the ion generation?

Well I'm assuming that BC Void will be used for a Missile Defence Ship. Mostly because if it needs to have its search sensor as well as the actual launchers and fire controls it will need to be 3,500 tons at a bare minimum. Though if it can stretch to 4,000 before all the components are researched (which is a possibility given how damned expensive sensors are to research) that would be rather awesome.



markus_cz posted:

I, for one, would like to suggest a beam-armed warship. :v:

No... wait... really... we need some capability for beam warfare, even if limited. Right now, once we run out of missiles (which can happen in Aurora very, very easily), even the outdated Moskvas can destroy our whole fleet.

EDIT: And a salvager! We need a salvaging ship to make use of the hulk in Roanoke and the hulks we'll soon be producing in K2. The later we salvage them, the less benefit we get from them, so it makes sense to build a salvager as soon as possible.

We do indeed need a beam warfare ship. But I'd wait for the time being. Not because its outside our reach, but because getting a long range striking force up and ready is more important in the short term. Though I would suggest a feasibility study be carried out to determine precisely what technologies we will need to research in order to get a basic vessel like that up and running. That way it can be put in the queue or left with a couple of labs to slowly bubble away until ready a couple of years down the line.

I'd also like to recommend that we think about getting the relevant techs in order to equip our ships with CIWS systems as I've found that they can be real lifesavers at taking out enemy missiles that bleed through your AMM screen. Not to mention that they'd take us down the first steps towards potentially having a close-in Gauss anti-missile ship for final area missile defence. But again, that's a want and not a necessity.

Salvage ships are a very good idea though, especially when we blow alien vessels out of the void. After all it would be embarrassing if we killed something and then someone else salvaged it and got all the goodies.

Though the list of wanted techs and ships really does make me wish we had more Research Labs operational. Or at the very least some way of knowing roughly how many Labs the Feds have in order to at least give us the comfort of knowing that the Feds must be making the same decisions if they have a similar number of research labs operational.

BwenGun
Dec 1, 2013

Whilst I'm fully behind the emotional want to kill the Feddie douchebag I cannot help but echo the concern that this is likely a trap. Not that I don't trust in the professionalism of Snark and his team, but the track record when it comes to espionage and the Feds is such that I think it would be wise to assume that if we know he's there that they want us to know he's there. Presumably so if we capture him he can feed us a load of poo poo, again. Or if we kill him so the blame can be placed on us and they can, for example, seize one of our linelayers for their own use without having to pay a dime. Or just to lure our espionage team into a trap so they can be killed or, worse, captured and then efficiently tortured until they either confess every secret they hold or else are let go under the cover of a daring escape so they can function as double agents within the UN intelligence network.


Foxfire_ posted:

This

code:
Trafalgar class Cruiser    4,700 tons     473 Crew     547 BP      TCS 94  TH 360  EM 0
5106 km/s     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 12
Maint Life 3.12 Years     MSP 145    AFR 88%    IFR 1.2%    1YR 22    5YR 335    Max Repair 60 MSP

10cm Railgun V1/C1 (4x4)    Range 10,000km     TS: 5106 km/s     Power 3-1     RM 1    ROF 15
Fire Control S08 20-5000 (1)    Max Range: 40,000 km   TS: 5000 km/s     75 50 25 0 0 0 0 0 0 0
Fire Control S06 15-5000 (1)    Max Range: 30,000 km   TS: 5000 km/s     67 33 0 0 0 0 0 0 0 0
Fire Control S04 10-5000 (1)    Max Range: 20,000 km   TS: 5000 km/s     50 0 0 0 0 0 0 0 0 0
gets 10% hit odds per shot vs

code:
Size 6, 4dmg - 36700km/s - 42.9 m Km (1.334 WH/3.666 Eng/1 Fuel)
when firing from the 40000km FCS

That's better than most of our options, since 4 shots only costs 150 tons.

Doesn't that design lack any fuel capacity?

As to its effectiveness as a point blank PD ship I'm not convinced. Mostly because if it gets 10% per shot, and only fires 12 shots that means that each salvo will only kill 1 incoming enemy missile for certain, no? Given that it can only fire once on any incoming enemy missile salvo due to its range and rate of fire it seems to me, at least, that it could probably do with being deployed on a much smaller hull.

BwenGun
Dec 1, 2013

Coolguye posted:

It doesn't have to fire all its shots at one missile, and honestly compared to the % intercept on AMMs a 30-odd percent chance to intercept on a shot is freaking stellar.

Well the AMMs we have on the drawing board for when we get Ion up and running have a 15% chance to hit compared to each Railguns 10% chance to hit, and can get off multiple salvos. The one advantage of the railgun is it doesn't require ammunition. The downside is that it has an incredibly short range at that tech level, which limits its usability a fair bit. Though having said that they're still capable at standing on top of Jump Points and hosing down anything that sticks its nose out when uninvited.

BwenGun
Dec 1, 2013

Well the all in one Future AMM Destroyer I posited was thus:

code:
County class Destroyer Escort    3,750 tons     350 Crew     691.2 BP      TCS 75  TH 378  EM 0
5040 km/s     Armour 2-21     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 6
Maint Life 1.2 Years     MSP 115    AFR 112%    IFR 1.6%    1YR 82    5YR 1234    Max Repair 240 MSP
Magazine 134    

Future Ion Engine E9.9 (6)    Power 63    Fuel Use 99%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 50,000 Litres    Range 24.2 billion km   (55 days at full power)

Future Size 1 Missile Launcher (6)    Missile Size 1    Rate of Fire 10
Future Missile Fire Control FC19-R1 (1)     Range 19.2m km    Resolution 1
BAE SIM-12B Sprint Anti-missile Missile (134)  Speed: 31,800 km/s   End: 1m    Range: 2m km   WH: 1    Size: 1    TH: 180 / 108 / 54

Future Active Search Sensor MR19-R1 (1)     GPS 240     Range 19.2m km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s 
The biggest part of it is the Active Search Sensor which is 15 HS, or 750 tons. But it allows target acquisition of missiles of size 6 and below at 2m km. The future design also assumes we pick up the next rate of fire increase which means that size 1 missiles can fire once every 10 seconds. What that means is that a missile travelling at 30,000 kps will be under fire for 66 seconds, which means an AMM destroyer such as the above can fire 36 missiles in 6 salvos at incoming enemy missiles, and with a 17.6% chance for each AMM to intercept an incoming missile that means that each County Class Destroyer can effectively intercept at least 6 enemy missiles before they hit. Against a theoretical Federation Missile capable of 40,000kps it drops to 81% per salvo, but still leads to at least four dead missiles per salvo, with a good chance at killing the fifth one as well.

The rear end:

code:
Active Sensor Strength: 240   Sensitivity Modifier: 80%
Sensor Size: 15 HS    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 19,200,000 km
Range vs Size 6 Missile (or smaller): 2,090,880 km
Range vs Size 8 Missile: 3,072,000 km
Range vs Size 12 Missile: 6,912,000 km
Chance of destruction by electronic damage: 100%
Cost: 240    Crew: 75
Materials Required: 60x Duranium  180x Uridium

Development Cost for Project: 2400RP
The Missiles:
code:
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 17
Speed: 31800 km/s    Endurance: 1 minutes   Range: 2.0m km
Cost Per Missile: 0.955
Chance to Hit: 1k km/s 540.6%   3k km/s 170%   5k km/s 108.1%   10k km/s 54.1%
Materials Required:    0.25x Tritanium   0.448x Gallicite   Fuel x25

Development Cost for Project: 96RP

BwenGun
Dec 1, 2013

What version of Aurora are you using? Because with 5.6 at current (or currently researching) tech levels I get a size 15 rear end sensor with the following:

code:
Active Sensor Strength: 180   Sensitivity Modifier: 60%
Sensor Size: 15 HS    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 10,800,000 km
Range vs Size 6 Missile (or smaller): 1,176,120 km
Range vs Size 8 Missile: 1,728,000 km
Range vs Size 12 Missile: 3,888,000 km
Chance of destruction by electronic damage: 100%
Cost: 180    Crew: 75
Materials Required: 45x Duranium  135x Uridium

Development Cost for Project: 1800RP
Anyway, yes the cost of that sensor is huge, and it also assumes that we'll have AS16 because it was mentioned that it was a high priority. In defence of the huge cost, however it does provide us with as long an engagement range as is feasible with our current level of missile technology. Which in turn means our AMMs will be working at maximum efficiency when used. For a saving of 600 RP, for example, you would halve the intercept range and thus halve the chances to kill incoming enemy salvoes before they hit their targets.

As to the sheer size of the thing, yes, it is huge. That's why, for the record, I'm still slightly in favour of having AMM Escorts operate in squadrons, with a number of missile armed ships being backed by a sensor ship carrying the rear end in order to keep overall size down and allow more launchers. The downside to which is that if their Squadron leader gets killed the squadron effectively becomes blind. Which is not good.


Coolguye posted:

I'm mostly continuing the conversation because I do not understand the defensive portion of combat really well at all. I understand the doctrine behind most of the offensive portions and I get why shields aren't useful at this point in time, stuff like that. But I don't understand how to defend from attacks and I'm sort of in charge of a navy now so that's probably something I should at least have an idea of.

The Aurora wiki is a good place to start:
http://aurorawiki.pentarch.org/index.php?title=Main_Page

Some of it isn't relevant due to the differences between the current aurora version and the one that we're using, but a lot of it isn't up to date or still has relevance even with 5.6.

BwenGun
Dec 1, 2013

Alchenar posted:

And that still need to be balanced against just building more missile ships so that we win fights before running out of ammo.

Also worth noting that the more ships we have capable of firing similar size offensive missiles the greater the number of salvos our fleets will be able to fire in unison, more salvos means more targets for enemy PD to try and take down. Which in turn means more potential hits. One of the reasons fighters are one of the best offensive weapons in the game, once you have the necessary tech and shipyard capacity to produce carriers, is because they can produce a huge Alpha Strike, enabling you to overwhelm an enemies defences in the first volley and thus degrading their defences for each successive volley that is required to finish them off.

BwenGun
Dec 1, 2013

Coolguye posted:

Oh that's our problem. You're positing an Active Search with that design, my design was a missile guidance sensor.

Pentarch does an absolutely horrific job of discussing workable strategies even in the current version. I've found the site only useful for checking numerical facts.

Ah, my apologies, this is the future AMM fire control I've been working from, bearing in mind that EM 8 is already under research and AGS 16 is next on the list:

code:
Active Sensor Strength: 80   Sensitivity Modifier: 80%
Sensor Size: 5 HS    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 19,200,000 km
Range vs Size 6 Missile (or smaller): 2,090,880 km
Range vs Size 8 Missile: 3,072,000 km
Range vs Size 12 Missile: 6,912,000 km
Chance of destruction by electronic damage: 100%
Cost: 80    Crew: 25
Materials Required: 20x Duranium  60x Uridium

Development Cost for Project: 800RP
Also for what its worth, given that it isn't a UNIS op and only Snark will be going along I'd say go for it. Just make sure you take your fake tooth with in built cyanide capsule Snark. Can never be to careful after all.

BwenGun
Dec 1, 2013

Saros posted:

One thing coming up is those AMM ships need way way more mag capacity. The one which could theoretically fire 30+ missiles at each salvo only carried 140 missiles total. You never have enough magspace on your AMM ships.

It is an issue. But unfortunately its not an easy one to rectify as there's a limit to how much space is left after the engines, armour, life support, fuel, missile launchers, fire controls and sensors. The easiest one to change in order to get more magazine space is the speed of the ships. Second to that is dropping the number of armour belts. It's also why I prefer the dual ship approach (spotter and shooters) as without the active sensor the smaller ships have a lot more room for magazine space.

For example this is a beefier version of the Tribals (an AMM boat without an active sensor) I showed earlier.

code:
Tribal V class Destroyer Escort    3,750 tons     300 Crew     538.8 BP      TCS 75  TH 300  EM 0
4000 km/s     Armour 3-21     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 8
Maint Life 1.45 Years     MSP 90    AFR 112%    IFR 1.6%    1YR 47    5YR 709    Max Repair 80 MSP
Magazine 328    

Rolls Royce Ion Drive E9 (5)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 106.7 billion km   (308 days at full power)

Future Size 1 Missile Launcher (8)    Missile Size 1    Rate of Fire 10
Future Missile Fire Control FC19-R1 (1)     Range 19.2m km    Resolution 1
BAE SIM-12B Sprint Anti-missile Missile (328)  Speed: 31,800 km/s   End: 1m    Range: 2m km   WH: 1    Size: 1    TH: 180 / 108 / 54

Future Navigation Sensor MR5-R20 (1)     GPS 320     Range 5.7m km    Resolution 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Which has 41 reloads for its missile launchers. Which, to be honest, still isn't perfect. Its why I was asking whether with the house rule in effect adding stuff like cargo handling systems to our combat ships as well as our Coliers could be used to justify BG speeding up the process of re-arming in combat to the point where it actually becomes somewhat viable in combat lulls to re-arm.

BwenGun fucked around with this message at 23:47 on Jan 25, 2014

BwenGun
Dec 1, 2013

I'm actually sort of assuming/hoping that by the time all the relevant techs are completed that British Columbia Void will have expanded to 3,500/3,750. Thus allowing escorts of that size to be built. If not I can always drop two launchers, one armour belt and some magazine space in order to get it down to 3,000 tons.

Though to be honest I've completely forgotten the formula used to work out how quickly a yard expands so at this precise moment I really am just operating on my gut feeling. :)

BwenGun
Dec 1, 2013

My personal preference is for a size four missile, for two reasons. The first is that it means we can fire the newer missiles from our current Capetowns, even if they'd be firing at a much reduced range. It might even be possible to refit the Capetowns with just a new fire control, thus allowing them to fire the newer missiles at their full range. Either way it allows us to retain a large portion of our current fleet as a fall-back or defensive force. The second is down to the size of the launchers as you can squeeze more size 4 launchers onto each ship, this is especially important if we're maintaining a minimum speed of 5k km/s as it means that smaller ships can still effectively hold a few size four launchers. Tying into that is the fact that more launchers, from more launch platforms, will make it much harder for enemy Point Defence to effectively knock out our missiles before they impact. Thirdly there is the future-planning aspect, sooner or later we're going to have a shipyard large enough to build a decent sized escort carrier (12,000 tons is the minimum in my experience, and 15,000 is usually better) and if and when we then research the necessary fighter techs a size four missile is perfect for fighters, especially if used in box launcher form.

The downside to all that comes in the form of warhead size, especially for long range missiles. But, better three small warheads that get through than one large one that doesn't.

By the by, talking of shipyard size I did a quick simulation of how our Shipyards will expand over the next year and a half.


That being tracked from 23rd March 2036.

As to the Aventine, it's a nice idea. Though to be honest wouldn't it just make more sense to build a 1500 ton scout that doesn't require a hangar and save the tonnage on the cruiser? Especially seeing as the FAC would need to be built in a shipyard anyway. Also why is its fire control Res 50 and its Active Sensor Res 100?

BwenGun
Dec 1, 2013

bgreman posted:

I've created a spreadsheet that can help with this kind of thing. Orange cells are input cells, blue cells are result cells.

The left columns allow for two types of shipyard capacity projection. The first is to setup the shipyard values, and then enter a value for desired capacity. The two blue rows below this will then indicate how long (in years and in days) it will take the shipyard to grow to that size. The second projection method is to fill in values for the shipyard, and then enter a value for expansion time in days. The blue row below will then indicate the projected capacity of the shipyard at the end of that time.

The row to the right is a handy little tool that allows you to calculate how much construction capacity to devote to a project given a unit cost, number of units, desired timeframe, and total construction capability.

That does indeed look like a very useful little spreadsheet, thanks! It also very much shows how vitally important the Shipbuilding Rate techs are, for example if we researched the Shipbuilding Rate 560 BP tech it would only take 3 years for Mitsubishi to reach 15,000 tons, as opposed to five years otherwise. And to get it to 20,000 tons would only take 4.7 years.



Future Fleet White Paper

So with Gnoobles guidelines for our Ion fleet now more or less completely laid out I thought I’d try my hand at drawing up a white paper containing all the various options we possess within that framework. My aim isn’t to make a definitive decision on any of this, just present the best designs that I can come up with in the hopes that the discussion that stems from it will be constructive and ensure we build the best ships possible when the time comes.

On the tech front, all of the designs assume that we will be getting Magazine Feed Efficiency 80%, Fuel Efficiency 0.8 and Missile Reload 3

Future Missile Designs

Anti-Ship Missiles
So with Gnoobles guidelines I figured I’d have a go at designing some missiles. (Note all of these missiles utilise the Fuel efficiency 80% tech.) Specifically I’ve designed six missiles divided equally into two missile series. The first is the Ares Missile Series, with each one being named after one of Ares children. Below are the three missiles in this series, the first has a range of 50 million kilometres, the second has a range of 45 million and the third and final one has a range of just 20 million. The reason for the final range is because it will provide all our current Cape Town Destroyers with a missile that their current fire controls can utilise with maximum efficiency, whilst at the same time giving us a short range missile that can be utilised by task forces to batter enemies without sufficient long range firepower in a much swifter fashion due to the very high speed that halving the range is able to achieve.


SSM-13A Phobos Anti-ship Missile

code:
Missile Size: 4 MSP  (0.2 HS)     Warhead: 3    Armour: 0     Manoeuvre Rating: 11
Speed: 33900 km/s    Endurance: 25 minutes   Range: 50.1m km
Cost Per Missile: 3.035
Chance to Hit: 1k km/s 372.9%   3k km/s 121%   5k km/s 74.6%   10k km/s 37.3%
Materials Required:    0.75x Tritanium   2.09x Gallicite   Fuel x2225

Development Cost for Project: 304RP
SSM-13B Deimos Anti-ship Missile

code:
Missile Size: 4 MSP  (0.2 HS)     Warhead: 3    Armour: 0     Manoeuvre Rating: 11
Speed: 35200 km/s    Endurance: 21 minutes   Range: 45.0m km
Cost Per Missile: 3.125
Chance to Hit: 1k km/s 387.2%   3k km/s 121%   5k km/s 77.4%   10k km/s 38.7%
Materials Required:    0.75x Tritanium   2.18x Gallicite   Fuel x2000

Development Cost for Project: 312RP
SSM-13C Thestius Anti-ship Missile

code:
Missile Size: 4 MSP  (0.2 HS)     Warhead: 3    Armour: 0     Manoeuvre Rating: 11
Speed: 41700 km/s    Endurance: 8 minutes   Range: 20.8m km
Cost Per Missile: 3.555
Chance to Hit: 1k km/s 458.7%   3k km/s 143%   5k km/s 91.7%   10k km/s 45.9%
Materials Required:    0.75x Tritanium   2.61x Gallicite   Fuel x925

Development Cost for Project: 356RP
The next missile series is the Mars; named after Mars’ many epithets. The basic range parameters of the Mars series is the same as the Ares. The main difference comes in the size of the warhead. The Mars series sports a size 4 warhead as opposed to the Ares series’ size 3. This means that upon impact instead of just destroying blocks of armour from the layer it strikes it destroys three on that layer and then a fourth one in the next layer down. Potentially punching straight through armour to hit something vital underneath.



Of course this does not come without a price, the Mars class missiles are slower by roughly 3,000km/s.

SSM-14A Gradivus Anti-ship Missile

code:
Missile Size: 4 MSP  (0.2 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 11
Speed: 30100 km/s    Endurance: 28 minutes   Range: 50.0m km
Cost Per Missile: 3.035
Chance to Hit: 1k km/s 331.1%   3k km/s 110%   5k km/s 66.2%   10k km/s 33.1%
Materials Required:    1x Tritanium   1.84x Gallicite   Fuel x2225

Development Cost for Project: 304RP
SSM-14B Quirinus Anti-ship Missile

code:
Missile Size: 4 MSP  (0.2 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 11
Speed: 31500 km/s    Endurance: 24 minutes   Range: 45.0m km
Cost Per Missile: 3.125
Chance to Hit: 1k km/s 346.5%   3k km/s 110%   5k km/s 69.3%   10k km/s 34.6%
Materials Required:    1x Tritanium   1.93x Gallicite   Fuel x2000

Development Cost for Project: 312RP
SSM-14C Ultor Anti-ship Missile

code:
Missile Size: 4 MSP  (0.2 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 11
Speed: 37900 km/s    Endurance: 9 minutes   Range: 20.8m km
Cost Per Missile: 3.555
Chance to Hit: 1k km/s 416.9%   3k km/s 132%   5k km/s 83.4%   10k km/s 41.7%
Materials Required:    1x Tritanium   2.36x Gallicite   Fuel x925

Development Cost for Project: 356RP
Anti-Missile Missiles


SIM-12A Apollo Interceptor Missile

code:
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 17
Speed: 31800 km/s    Endurance: 1 minutes   Range: 2.3m km
Cost Per Missile: 0.955
Chance to Hit: 1k km/s 540.6%   3k km/s 170%   5k km/s 108.1%   10k km/s 54.1%
Materials Required:    0.25x Tritanium   0.448x Gallicite   Fuel x25

Development Cost for Project: 96RP
SIM-12B Artemis Interceptor Missile

code:
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 17
Speed: 32100 km/s    Endurance: 1 minutes   Range: 1.1m km
Cost Per Missile: 0.96
Chance to Hit: 1k km/s 545.7%   3k km/s 170%   5k km/s 109.1%   10k km/s 54.6%
Materials Required:    0.25x Tritanium   0.453x Gallicite   Fuel x12.5

Development Cost for Project: 96RP
The above are essentially the same missile in terms of to hit rate. The key difference is that one has a maximum range of 2 million kilometres and the other has a range of 1 million kilometres. For the record I’d say it makes more sense to simply use the Apollo, you gain practically nothing for using the Artemis version.

Future Component Designs

Active Search Sensors
For the active sensors there are two primary types. The one is for long range target acquisition of enemy ships. The other is for the acquisition of incoming enemy missiles. Each of these two types is subdivided once more, for the first it is to differentiate between the two potential ASM ranges, 50 and 45 million, for the second it is between a 1 million kilometre and 2 million kilometre detection range against incoming enemy missiles.

Also, worth noting when it comes to ship detection and fire control for the ASMs is that I’ve posited a resolution between 70 and 80. Partly this was to ensure that the shorter ranged ASSs and Fire Controls would actually have a noticeable difference in terms of tonnage whilst retaining to ability to see any theoretical new Federation Escorts we might encounter (assuming a size range of between 3,000 and 4,500 tons for their escorts) near the limit of our missiles range, whilst at the same time allowing us to see their Moskvas well before they enter Meson range.

code:
 UN/SPS-19 Overwatch Tracking Array Mk 2
Active Sensor Strength: 80   Sensitivity Modifier: 80%
Sensor Size: 250 Tons    Sensor HTK: 1
Resolution: 70    Maximum Range vs 3500 ton object (or larger): 53,540,000 km
Range vs 1000 ton object: 4,370,612 km
Range vs 250 ton object: 273,163 km
Chance of destruction by electronic damage: 100%
Cost: 80    Crew: 25
Materials Required: 20x Duranium  60x Uridium

Development Cost for Project: 800RP
code:
 UN/SPS-20 Overwatch Tracking Array Mk 3
Active Sensor Strength: 64   Sensitivity Modifier: 80%
Sensor Size: 200 Tons    Sensor HTK: 1
Resolution: 80    Maximum Range vs 4000 ton object (or larger): 45,790,000 km
Range vs 1000 ton object: 2,861,875 km
Range vs 250 ton object: 178,867 km
Chance of destruction by electronic damage: 100%
Cost: 64    Crew: 20
Materials Required: 16x Duranium  48x Uridium

Development Cost for Project: 640RP
code:
 UN/SPS-6 Warbler Missile Warning Sensor Mk2
Active Sensor Strength: 128   Sensitivity Modifier: 80%
Sensor Size: 400 Tons    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 10,240,000 km
Range vs Size 6 Missile (or smaller): 1,115,136 km
Range vs Size 8 Missile: 1,638,400 km
Range vs Size 12 Missile: 3,686,400 km
Chance of destruction by electronic damage: 100%
Cost: 128    Crew: 40
Materials Required: 32x Duranium  96x Uridium

Development Cost for Project: 1280RP
code:
 UN/SPS-7 Warbler Missile Warning Sensor Mk3
Active Sensor Strength: 240   Sensitivity Modifier: 80%
Sensor Size: 750 Tons    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 19,200,000 km
Range vs Size 6 Missile (or smaller): 2,090,880 km
Range vs Size 8 Missile: 3,072,000 km
Range vs Size 12 Missile: 6,912,000 km
Chance of destruction by electronic damage: 100%
Cost: 240    Crew: 75
Materials Required: 60x Duranium  180x Uridium

Development Cost for Project: 2400RP
Fire Controls

code:
 UN/SPG-18 Wren Fire Control Mk. 1
Active Sensor Strength: 25.6   Sensitivity Modifier: 80%
Sensor Size: 80 Tons    Sensor HTK: 1
Resolution: 70    Maximum Range vs 3500 ton object (or larger): 51,390,000 km
Range vs 1000 ton object: 4,195,102 km
Range vs 250 ton object: 262,194 km
Chance of destruction by electronic damage: 100%
Cost: 26    Crew: 8
Materials Required: 6.5x Duranium  19.5x Uridium

Development Cost for Project: 260RP
code:
 UN/SPG-19 Wren Fire Control Mk. 2
Active Sensor Strength: 22.4   Sensitivity Modifier: 80%
Sensor Size: 70 Tons    Sensor HTK: 1
Resolution: 75    Maximum Range vs 3750 ton object (or larger): 46,530,000 km
Range vs 1000 ton object: 3,308,800 km
Range vs 250 ton object: 206,800 km
Chance of destruction by electronic damage: 100%
Cost: 22    Crew: 7
Materials Required: 5.5x Duranium  16.5x Uridium

Development Cost for Project: 220RP
code:
 UN/SPG-20 Aegis Missile Defence Control Mk. 2
Active Sensor Strength: 80   Sensitivity Modifier: 80%
Sensor Size: 250 Tons    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 19,200,000 km
Range vs Size 6 Missile (or smaller): 2,090,880 km
Range vs Size 8 Missile: 3,072,000 km
Range vs Size 12 Missile: 6,912,000 km
Chance of destruction by electronic damage: 100%
Cost: 80    Crew: 25
Materials Required: 20x Duranium  60x Uridium

Development Cost for Project: 800RP
code:
 UN/SPG-21 Aegis Missile Defence Control Mk. 3
Active Sensor Strength: 40   Sensitivity Modifier: 80%
Sensor Size: 125 Tons    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 9,600,000 km
Range vs Size 6 Missile (or smaller): 1,045,440 km
Range vs Size 8 Missile: 1,536,000 km
Range vs Size 12 Missile: 3,456,000 km
Chance of destruction by electronic damage: 100%
Cost: 40    Crew: 12
Materials Required: 10x Duranium  30x Uridium

Development Cost for Project: 400RP
Future Ship Designs

At present I am only concerning myself with three principal hulls for consideration. I am also making the assumption that it will be at least one year and two months before all the necessary techs and components have been researched and thus that the ships can have their keels laid down. The first hull is a 9,600 ton Heavy Cruiser to be built at EADS-Astrium Shipyards. The second is a 3,600 ton Escort Destroyer to be built at British Columbia Void. The third is a 3,000 ton Missile Destroyer to be built at Volvo-Saab.

The First is the Exeter Heavy Cruiser series, the first of which utilises the 50 million kilometre Gradivus missiles. One thing to note is that with prefabricated components the build time on an Exeter V1 is a little under six months.

code:
 Exeter class Heavy Cruiser    9,600 tons     945 Crew     1342.8 BP      TCS 192  TH 960  EM 0
5000 km/s     Armour 5-40     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 40
Maint Life 1.24 Years     MSP 175    AFR 368%    IFR 5.1%    1YR 118    5YR 1777    Max Repair 80 MSP
Magazine 408    

Rolls Royce Ion Engine (16)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 93.8 billion km   (217 days at full power)

SML-4 Mk. 2 Missile Launch Tube (10)    Missile Size 4    Rate of Fire 40
UN/SPG-18 Wren Fire Control Mk. 1 (2)     Range 51.4m km    Resolution 70
SSM-14A Gradivus Anti-ship Missile (102)  Speed: 30,100 km/s   End: 27.7m    Range: 50m km   WH: 4    Size: 4    TH: 110 / 66 / 33

UN/SPS-19 Overwatch Tracking Array Mk 2 (1)     GPS 5600     Range 53.5m km    Resolution 70

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Next is the Exeter V. 2. This version utilises the shorter ranged SSM-14B missiles, and with the hull space savings made from the smaller Fire controls and Search sensors it is able to field an additional layer of armour, though at an additional cost to its fuel capacity. It also adds four days to the build time.

code:
 Exeter II class Cruiser    9,600 tons     929 Crew     1329.6 BP      TCS 192  TH 960  EM 0
5000 km/s     Armour 6-40     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 40
Maint Life 1.4 Years     MSP 173    AFR 368%    IFR 5.1%    1YR 96    5YR 1434    Max Repair 64 MSP
Magazine 408    

Rolls Royce Ion Engine (16)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 58.6 billion km   (135 days at full power)

SML-4 Mk. 2 Missile Launch Tube (10)    Missile Size 4    Rate of Fire 40
UN/SPG-19 Wren Fire Control Mk. 2 (2)     Range 46.5m km    Resolution 75
SSM-14B Quirinus Anti-ship Missile (102)  Speed: 31,500 km/s   End: 23.8m    Range: 45m km   WH: 4    Size: 4    TH: 115 / 69 / 34

UN/SPS-20 Overwatch Tracking Array Mk 3 (1)     GPS 5120     Range 45.8m km    Resolution 80

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
The second is the Daring class Destroyer Escort. Which is a horribly difficult ship to design for given the huge size of both its Active Sensor and its fire controls. One thing I would immediately note is that one way to squeeze more things onto a design such as this is to research Power Efficiency -10, Power Increase 5% as this allows a design like the one below to mass an additional 150 tons, whilst maintaining the 5,000km/s speed requirement. Though it does add an additional 2000 RPs to the research total.

The first Daring example utilises the 2 million kilometre AMMs. Personally I believe this is the worst of the lot on its own. It doesn’t have anywhere near enough missile tubes. And with only 29 reloads it will be empty after 2.9 minutes of continuous fire. The upside to the design is quite simply that it doubles the length of time an incoming enemy missile salvos can be engaged. Which means that 4 size 1 tubes on this design are roughly twice as effective as 8 tubes on a design geared for a 1 million kilometre interception radius. With prefabbing one can be built in roughly 3 months.

code:
Daring class Destroyer Escort    3,600 tons     330 Crew     665.6 BP      TCS 72  TH 360  EM 0
5000 km/s     Armour 2-20     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 4
Maint Life 1.25 Years     MSP 116    AFR 103%    IFR 1.4%    1YR 78    5YR 1163    Max Repair 240 MSP
Magazine 116    

Rolls Royce Ion Engine (6)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 62.5 billion km   (144 days at full power)

SML-1 Mk. 2 Point Defense Launch Tube (4)    Missile Size 1    Rate of Fire 10
UN/SPG-20 Aegis Missile Defence Control Mk. 2 (1)     Range 19.2m km    Resolution 1
SIM-12A Apollo Interceptor Missile (116)  Speed: 31,800 km/s   End: 1.2m    Range: 2.3m km   WH: 1    Size: 1    TH: 180 / 108 / 54

UN/SPS-7 Warbler Missile Warning Sensor Mk3 (1)     GPS 240     Range 19.2m km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Next is the Daring V. 2. This versions uses the 1million kilometre AMMs, and the space saved on the fire control and active sensors enables it to mount 50% more missile launchers as well as ensuring that it carries 38 reloads. With prefabrication its build time is 3 months and five days.

code:
 Daring II class Destroyer Escort    3,600 tons     313 Crew     560.6 BP      TCS 72  TH 360  EM 0
5000 km/s     Armour 2-20     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 6
Maint Life 1.44 Years     MSP 97    AFR 103%    IFR 1.4%    1YR 52    5YR 774    Max Repair 128 MSP
Magazine 230    

Rolls Royce Ion Engine (6)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 62.5 billion km   (144 days at full power)

SML-1 Mk. 2 Point Defense Launch Tube (6)    Missile Size 1    Rate of Fire 10
UN/SPG-21 Aegis Missile Defence Control Mk. 3 (1)     Range 9.6m km    Resolution 1
SIM-12B Artermis Interceptor Missile (230)  Speed: 32,100 km/s   End: 0.6m    Range: 1.1m km   WH: 1    Size: 1    TH: 182 / 109 / 54

UN/SPS-6 Warbler Missile Warning Sensor Mk2 (1)     GPS 128     Range 10.2m km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Now what this means in raw numbers terms is that against missiles travelling at 30,000km/s a Daring V1 is able to fire 6 salvos of 4 missiles prior to the impact of an incoming enemy missile salvo, whilst a Daring V2 is only able to 3. The Daring V1 has a total chance of 72% to take out one missile per salvo. The Daring V2 has a 108% chance to take out one missile for each salvo it fires. This means that in total the Daring V1 has a good chance of stopping four missiles whilst the Darving V2 has a good chance of stopping 3.

In terms of RPs, however, the V2 is the clear winner as it uses half the amount to produce a ship that is only 25% less effective whilst having 34% more ammunition. We will, however, probably need to deploy four or five Darings for each Exeter class we put into service to gain ever middling Anti-Missile coverage against an enemy force of a similar size and throw weight.

The Third ship is the Battle Class Destroyer. This 3000 ton hull is designed principally as a small combatant to add additional weight to the throwing power of the Exeters. Though they also have the operational life and fuel capacity to also serve on independent patrols. With prefabrication it takes 3 months and 24 days to build.

code:
Battle class Destroyer   3,000 tons     314 Crew     468.2 BP      TCS 60  TH 300  EM 0
5000 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 2.67 Years     MSP 98    AFR 72%    IFR 1%    1YR 20    5YR 293    Max Repair 80 MSP
Magazine 76    

Rolls Royce Ion Engine (5)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 75.0 billion km   (173 days at full power)

SML-4 Mk. 2 Missile Launch Tube (3)    Missile Size 4    Rate of Fire 40
UN/SPG-18 Wren Fire Control Mk. 1 (1)     Range 51.4m km    Resolution 70
SSM-14A Gradivus Anti-ship Missile (19)  Speed: 30,100 km/s   End: 27.7m    Range: 50m km   WH: 4    Size: 4    TH: 110 / 66 / 33

UN/SPS-19 Overwatch Tracking Array Mk 2 (1)     GPS 5600     Range 53.5m km    Resolution 70

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
The second version of the Battle class utilises the 45 million kilometre versions of the ASMs, though to be honest with the sizes of the fire controls the space saving isn’t realistically worth it. With prefabrication it takes 3 months and 8 days to build.

code:
Battle II class Cruiser    3,000 tons     308 Crew     453.2 BP      TCS 60  TH 300  EM 0
5000 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 2.61 Years     MSP 94    AFR 72%    IFR 1%    1YR 19    5YR 292    Max Repair 64 MSP
Magazine 92    

Rolls Royce Ion Engine (5)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 75.0 billion km   (173 days at full power)

SML-4 Mk. 2 Missile Launch Tube (3)    Missile Size 4    Rate of Fire 40
UN/SPG-19 Wren Fire Control Mk. 2 (1)     Range 46.5m km    Resolution 75
SSM-14B Quirinus Anti-ship Missile (23)  Speed: 31,500 km/s   End: 23.8m    Range: 45m km   WH: 4    Size: 4    TH: 115 / 69 / 34

UN/SPS-20 Overwatch Tracking Array Mk 3 (1)     GPS 5120     Range 45.8m km    Resolution 80

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Personal Thoughts/Conclusions

Right, this got rather large rather quickly. In terms of Anti-Ship missiles I think, overall, that I prefer the warhead 4, 45m km ranged missiles. The saving in RP is substantial when added all together, and the additional armour belt on the Exeter and Battle classes is almost certainly going to be vital. For the Anti-Missile escort the 1m km ranged Daring V2 is the winner in my mind, but its still not a great design. Part of that is simply down to the size limitations of the hull, which, when combined with the need for a 5,000km/s speed, means that the number of launchers and, perhaps more critically, the magazine space is low. However given the RP savings and the number and size of military Shipyards we now have I think it, or a similar design, will very likely suffice for the time being. Though it is, of course, possible that advances to engine power (via decreasing efficiency), magazine efficiency and missile fire rate will turn the basic hull into a better ship as time goes on.

BwenGun
Dec 1, 2013

Jimmy4400nav posted:

BwenGUN, how would this look if we striped out my sensor and fire control and installed yours?


It saves roughly 150 tons, as far as I can tell. Though to add to the design I'd suggest throwing in an additional fire control for another 70 tons as dividing the missiles into two salvos will make it harder for the enemy point defence to target them.

The other issue with the Aventine is that its a little too big for us to be able to build within the next year and a half. Indeed if my calculations are correct it will take the EADS yard almost 23 months to expand to that size.

BwenGun
Dec 1, 2013

Foxfire_ posted:

Small crew
I don't think small crew quarters is worth pursuing until we're seriously planning a FAC or fighter. At worst using a full size life support instead of a small one wastes 0.8HS per ship. All of our designs so far have been big enough that that isn't a huge deal. We can find better uses for 1000RP.

Missile agility
How useful is this vs just making the missiles faster? In 6.30, I've found that agility doesn't do much to hit rates that can't be accomplished by devoting the same space to more engines. I don't have a good feel for v5 missiles though.

The Small Crew one is, in my opinion, worth pursuing simply because it can be used to get your crew complement up to the required level without spending a full 50 tons on the design. Given the way Aurora handles components below 50 tons in the design stage this can be vital towards saving space for other, more important, things like additional magazines.

As for Missile Agility, my experience is that it adds a solid percentage boost to your to hit rates, especially when it comes to AMMs. Here's a spreadsheet I've been using to gauge the best distribution of of points for interceptors. The first sheet has the rates with the Missile Agility 32 researched, the second sheet is without.

FoxFire_ posted:

Shipyard allotment
Several of the designs in your shipyard breakout can also build from a single yard. For example:

This is rather awesome! The only downside is the size of the Colliers Magazine. But then again the Oceania Yard will likely have grown by between two hundred and four hundred tons between now and whenever we have the techs ready to start building these, which will hopefully mean slightly larger designs.

BwenGun
Dec 1, 2013

Cheatum the Evil Midget posted:

Their is literally no way showing a picture of our homeworld with its features and albedo could narrow down their search. What else can we give away for free?

FROM: The cramped crew quarters of Commander BwenGun
Captain, UNS Didyma
TO: Cheatum the Evil Midget
RE: Appeasing potentially angry gods

Well I've got Ensign Bennet already here, he's reasonably presentable, housetrained and probably the worst navigator in the history of the Academy so there's very little risk of them ever finding their way back to earth from their mental probing. I mean it will mean I'll have to get one of the enlisted sailors to make my morning coffee but its a sacrifice I'm willing to bear if it means that we don't start an interplanetary war when I'm in command of an unarmed sensor boat.

BwenGun
Dec 1, 2013

FredMSloniker posted:

Also, how quickly does the galaxy rotate? I.e., what kind of time are we dealing with here?

IIRC it takes 225 million years for our sun to completely orbit the galaxy. Which would mean they haven't found anyone new species capable of interstellar travel in roughly 28 million years. And the Mind, such as it is, has supposedly existed now for 675 million years. Which is a scarily long time.

BwenGun
Dec 1, 2013

Added Space posted:

Their requirements aren't onerous at all. I think we should flatly agree to them. By time we're even ready to expand beyond a small area we'll have caught up with the tech they're using and can re-negotiate terms as we see fit then.

Unless they deliberately use low-tech (to them) ships in their line-laying operations in order to immediately gauge the nature of newly encountered species by how they react to them. It could be we'll rapidly advance technologically, try to strong-arm them and then they'll simply turn up with Photonic level fleets and blockade us into Sol.

BwenGun
Dec 1, 2013

Dr. Snark posted:

I doubt that; remember that we're the first species they've seen in millions of years. If they were expecting hostilities, then I would be worried.

You're quite possibly right. Though the fact that they've existed for so long a period might argue that their long term planning skills are somewhat better and more robust than humanity's. After all just because they've not met any new species in a while doesn't mean they would assume they never would, or that they shouldn't be prepared to deal with any new species that cropped up.

BwenGun
Dec 1, 2013

markus_cz posted:

I just wonder how you will explain to Mr. Kofi Annan that the nice friendly diplomat, who has just asked a perfectly normal question, suddenly disappeared and will be replaced by a completely different person a couple of weeks from now. :v:


EDIT: I suggest you leave me on the team, and only reprimand me. We don't want to make Kofi Annan suspicious, do we? I promise I won't lie again.

The problem is that we need to rectify the lie in question and inform the Kaavi about the Federation. Otherwise when they do eventually find out about them, and they almost certainly will, we'll be cast as liars and thus inherently untrustworthy. Which will ironically make it more likely that the Federation will gain the Uplift benefits the Kaavi may offer whilst the UN is left scraping around on our own.

If we were to say, "Well this one guy lied, but he was acting alone and without orders or the collective assent of the UN, sorry. Oh and he's sticking around to help with the ongoing discussion, hope that's ok." Then it would leave open the possibility for Kaavi Anan to interpret your continued presence as proof that the UN privately sanctioned the lie in some form or another.

BwenGun
Dec 1, 2013

I shall throw my vote in for Kommando.

BwenGun
Dec 1, 2013

Alchenar posted:

I, Alchenar, of the 'how to un-gently caress the UN's fleet composition for this tech level' plan and general 'can we actually be sure our plans go somewhere and don't just end in mumble mumble good things'-ness hereby set out my candidacy for the position of the UN Executive Whip.

I like the cut of your jib sir!

BwenGun
Dec 1, 2013

I'm almost tempted to suggest we ask the Feds whether they'd be willing to carry out a joint Exercise around Asteroid 151, simulating an incursion of a hostile alien ship or fleet into the Sol System via the K2 jump point. Just because that way we can be the bigger men, diplomatically speaking, by attempting to publicly foster a greater degree of trust and cooperation in the face of mutual threats and challenges. Plus it's a subtle reminder that we aren't exactly toothless when it comes to Naval Operations.

Of course if said display of trust and cooperation were to take place it might also serve as a useful starting point for the conversation that we need to eventually have with the Feds regarding the Community.

BwenGun
Dec 1, 2013

Coolguye posted:

Should I write up a 1000ish word summary of the important stuff thus far to ease people into this? It strikes me that reading the entire thread would be rather daunting.

It would be rather useful. Especially for new readers who want to participate in the current discussions but haven't yet read through the entirety of the thread yet.

If someone has a lot of free time it might even be a good idea to go through and do a broad time-line with links to important events so that it's easier for people to refer back to things without wading through the entire thread in search of a single post. Though I'll stress that it really should be only attempted if said person really, really wants to as the level of work involved in such a thing would be pretty immense as it would effectively require re-reading the entire thread and summarising all the official posts and a small percentage of background chatter in case it's relevant.

BwenGun
Dec 1, 2013

TildeATH posted:

Are you kidding, it obviously drives the recipient to insanity.

Which is why you surgically implant a micro-explosive in their skull and give them regular psychiatric screenings. Then the minute they start acting erratically you retire them, if they refuse all it takes is a little pop in the skull and the death certificate states they died of an unfortunate but unavoidable brain aneurysm caused by brain-machine interface. Then the suit gets cleaned out and a new soldiers gets put inside, lured by the promises of excitement, power and absurd danger pay.

BwenGun fucked around with this message at 00:45 on Apr 6, 2014

BwenGun
Dec 1, 2013

Dr. Snark posted:

So in a shocking plot twist, the Feds are claiming Allen. What a surprise.

I maintain my previous point on it: IT'S A GODDAMN ASTEROID! And yet they had to send out an entire battlefleet before they decided to actually claim it. Is this what the "great" Eurasian Federation is reduced to? Schoolyard bully tactics for a tiny-rear end rock in space?

Can someone tell the Feds that if they wanted it, they could have just asked?

Edit: vvv I understand they want to spy on us, but they should at least have the decency of building proper spy ships like we did. I admit that a sensor post there would be helpful, but we're never going to send anything that way now aside from the K2 alien cleanup which is going to be a joint effort! There's literally no point to it!

Strategically it makes a lot of sense. Presumably the Feds still don't know that there are much wider and incomparably more important things at work in the rest of the Galaxy. To them the competition over resources in Sol and it's surrounding systems is paramount. Allen, in that light, is perfect for a number of reasons. First it allows them a valid excuse to spy on us. Second it also serves as a perfect position to attack any Task Force returning from K2 if it is significantly weakened. After all in the minds of Fed Naval planners there could hardly be a better time to land a knock-out blow against the UN, a quick fight at short ranges against a potentially battle-damaged UN fleet probably low on ammunition would almost certainly seal Federation ascendancy.

And even if they don't attack they'll have a first hand look at the Task Force that exits K2, and a look at how it looked as it entered. Needless to say that information could be very useful to them. For example if the Zhongguo line hasn't worked out as well as they were hoping past the initial great system, if for example they themselves have run into K2-like aliens who are blocking their expansion and exploration routes, then the K2 system would represent a huge prize if they could claim it after our own fleet was in no position to seriously contest their seizure of the Jump Point and then newly cleared system, along with, presumably, all the destroyed alien ships for them to salvage for new technology.

Also I noticed in your and Roast Beef's wonderful narrative that Somman mentioned Fed plans to undermine some of the neutral governments to get them on the Fed side, which reminded me, what are we actually doing about the Independents at the minute? Aside from the Sahara Terraforming initiative?

BwenGun
Dec 1, 2013

Aethernet posted:

Except that they've just allowed us to place a DSTS on Allen too, meaning we'll be able to see any Fed fleets lying in wait and can ensure that our victorious fleet is met at the jump point with fresh missiles and reinforcements - an 'honour guard' if you will. My view is that this is just the Feds being paranoid about the random acts of an occasionally irrational aggressor - we're already spying on their jump point for much the same reason. Not that we shouldn't be careful, though.

If we're taking the Shard to Roanoke, are we planning on showing him the Belnar ruins? Also, can we ensure he's monitored for his response when we take him through the jump point?

I stand by my earlier request for a special project on jump transition.


We may be able to see them coming, but if, for example, our fleet is two days from returning to K2 and we detect a Fed fleet that will have reached the Jump Point in 1 Day and 23 Hours then we still lose. Not to mention I wouldn't put it past them to secretly build a PDC on the asteroid with the deliberate intention of firing on any ammunition tenders we have waiting for our returning fleet. After all if memory serves we wouldn't be able to detect such an installation until it turned on its active sensors and fire controls. (Though it's been months since I played a proper game of Aurora so I'm not 100% on that).

Not to mention that having ammunition is only half the battle, if we get back, re-arm and yet have still lost half our fleet and sustained significant battle damage to certain ships engines, weapon systems or PD then whilst not easy a Federation victory would become far more likely in any Naval engagement. Which again might not even be their true aim, going by past events I'd say some sort of brinkmanship is rather likely, the threat of war whilst our fleet is substantially weakened would to the Feds be a perfect way to extort yet more from the UN.

BwenGun
Dec 1, 2013

Aethernet posted:

It's a long way from civilisation and in the short term it'll only be useful as a penal colony. I suggest Australia.

Counter-suggestion; New Space Wales.

BwenGun
Dec 1, 2013

Gnooble posted:

Also - ION ENGINES!!!!

Is there anything in the United Nations Code of Conduct that forbids Officers from expressing joy by going "Squeee!", or is that considered unacceptable for bringing the image and professionalism of the Service into disrepute?

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BwenGun
Dec 1, 2013

Far from Sol the Bridge Crew of the UNS Didyma are briefly amused as their Commander gives a full throated "Squee!" of delighted upon opening a new message from Fleet-Com. :dance:

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