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Oh man, as much as I would love to get in the game, I'm a huge logistics nerd so I gotta vote for Gibraltar. We're in this for the long haul, being able to patch things up on site will be super useful as time goes on. poo poo, we can probably even repair and/or disassemble anything we capture, too, instead of having to send it all back to Mars. Also I just wanna boot Quinn out of his comfy Dustside posting to freeze his rear end off out there with the rest of y'all. More room for me in the Deimos O-Club.
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# ? Jun 19, 2017 13:51 |
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# ? Apr 25, 2024 20:31 |
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As much as I like the idea of the mobile ship yard, that might prove to be too tempting of a target for the IC if they figure out its here (they probably have an equivalent of special branch as well). Given the enemies missile alpha strategy I would also fear throwing a battleship into the line, therefore my vote is for the Midway option.
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# ? Jun 19, 2017 14:06 |
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Midway. A carrier gives us extra strategic options. Though question, would it be coming on its own or would it have an attendant flotilla of support ships? If not is there any way for the Admiralty to requisition a freighter and load up some replacement fighters to come to Neptune with the carrier (or do we already have replacements out at Triton Fleet base?) Saros posted:Unfortunately Anti-missile missiles are especially non-viable at low tech levels as you need a base of tech levels in warhead miniaturisation and missile agility techs which are somewhat above what we are using. A very good point. It is possible but I concede it's hard, usually requiring excessively large ships or having disparate parts on seperate ships that have to operate as small squadrons and with the possibility of an unlucky hit making the entire formation combat ineffective. So probably best to rely other measures for the time being. Though if Mars wants to run up a corvette with a gauss gun for point defense or a fighter variant which can also work in point defense roles I'd not say no to adding some more layers to our defensive envelope.
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# ? Jun 19, 2017 14:40 |
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At the bare minimum, having our dudes sail directly away from missiles in the terminal phase will reduce their closing velocity and let PD zap them better. Unless I'm mis-remembering how Aurora works, which is very possible.
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# ? Jun 19, 2017 14:46 |
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BwenGun posted:Midway. A carrier gives us extra strategic options. All the options come wit ha handful of light vessels as escorts. There is also limited fighter fabrication facilities on Triton Fleet Base so you can produce your own replacements or even fabricate new designs, however the current Lockyer class light carrier we have does not have internal missile stores so if you were to build a bunch of missile armed fighters to stick on it you would be limited to a single salvo before having to retreat. The new class is a larger fleet carrier with more flexibility. Crazycryodude posted:At the bare minimum, having our dudes sail directly away from missiles in the terminal phase will reduce their closing velocity and let PD zap them better. Unless I'm mis-remembering how Aurora works, which is very possible. In this latest case the difference would have been minimal. CIWS/Autocannon are so short ranged they only really get one attempt to fire at point blank range due to missile speeds + the 5 second increment. For example in 5 seconds our own missiles travel 80,000km which is nearly three times the reach of Autocannon/CIWS. The CAA class with fast laser turrets is the only real candidate for multiple shots at inbound missiles at present and due to the lasers 10 second cycle times + the speed of the IC missiles it was going to be better to hold them for point blank fire as well for the increased accuracy as at long range hit chances go way way down. Generally you can expect your pixel-captains to take stuff like this into account and seek optimal combat ranges unless they have specific order to the contrary. Take a look at the previous Ship to Ship combat. You managed to get the initiative in movement over the IC and close to point blank range where your Plasma cannons/Autocannon were most effective by leaving the slowest member of the task force behind. Saros fucked around with this message at 15:00 on Jun 19, 2017 |
# ? Jun 19, 2017 14:52 |
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I vote for Nelson. Assuming a battleship is the same spec as a battlecruiser, its greater armour gives it a better shot at surviving the kind of barrage we've seen from IC. A carrier with only 2 belts of armour will be dead rather quickly, given that we're finding it difficult to target the small missile boats from far out. Assuming we end up at war, we want to suffer as few losses as possible. Repairing is cheaper and faster than rebuilding.
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# ? Jun 19, 2017 14:54 |
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The BB class is the same general design as the BC but with enough extra armor and weapons built in to slow it to around 3000kps. Tonnage is only about 10% more but that tonnage is all combat related so it makes a significant difference in power.
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# ? Jun 19, 2017 15:10 |
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Moar dakka. Bring on the Nelson.
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# ? Jun 19, 2017 15:31 |
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We'll get more use out of the mobile repair yard, and we've done a good enough job punking the IC so far that I'm not too worried about them sniping it. Voting Gibraltar.
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# ? Jun 19, 2017 15:51 |
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Gibraltar, we're here for the long haul and out at the rear end end of a supply line. Even if it takes a while for it to get here, it will greatly improve our capabilities. The major downside, as I see it, of the Nelson plan is that the IC have been shown to use microwave weapons that appear to not need to penetrate armor to disrupt/destroy electronics (I haven't played far enough into Aurora to tell if this is true or not), so the benefit of a single large ship could very easily be negated with another knife fight. Midway has a very similar problem in that it can be negated by a sensor crew missing even just a single Mayer class Mobile Missile Base, and we're suddenly short a carrier. While both of the other plans would bring an interesting addition (Midway more so, depending on the size of the missiles fired by the fighters), they are easily negated/destroyed. With the repair yard already out here, if this really turns into a shooting war High Command can send whatever additional assets later, but might not be able to send the repair yard.
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# ? Jun 19, 2017 16:07 |
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Yeah, like I said, we're here to stay. Getting a repair yard out here now before things get any hotter is a smart move, because if the IC starts getting serious we may not be able to drag a slow repair yard out through their territory. High Command can send more ships whenever, running an enemy gauntlet is kind of what warships are built to do. A repair yard can't, so let's get it while we can.
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# ? Jun 19, 2017 16:21 |
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Coffeehitler posted:The major downside, as I see it, of the Nelson plan is that the IC have been shown to use microwave weapons that appear to not need to penetrate armor to disrupt/destroy electronics (I haven't played far enough into Aurora to tell if this is true or not), so the benefit of a single large ship could very easily be negated with another knife fight. Midway has a very similar problem in that it can be negated by a sensor crew missing even just a single Mayer class Mobile Missile Base, and we're suddenly short a carrier. Pretty much this, i'll go over in detail on new stuff discovered from wreckage/interrogation/boarding in the post-combat intel update. Bigger ships have multiple redundant fire controls and better damage control abilities which certainly helps mitigate microwave weapons and all electronics have some level of EM hardening so its not an automatic knock-out for every hit. However I mayyyyy have underestimated the base chance of electronics destruction which turns out to be somewhat easier than I initially thought meaning that the particular class of IC light craft you faced last are excellent at taking down bigger prey as they all sport a MW gun.
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# ? Jun 19, 2017 16:27 |
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Crazycryodude posted:Yeah, like I said, we're here to stay. Getting a repair yard out here now before things get any hotter is a smart move, because if the IC starts getting serious we may not be able to drag a slow repair yard out through their territory. High Command can send more ships whenever, running an enemy gauntlet is kind of what warships are built to do. A repair yard can't, so let's get it while we can. This is a good argument. My thoughts about the pros of a carrier compared to the battleship as we can leave it further away from the brawling fleet to make it less likely to be targeted by enemy craft.
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# ? Jun 19, 2017 16:32 |
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Gibraltar
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# ? Jun 19, 2017 16:33 |
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Gibraltar
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# ? Jun 19, 2017 16:43 |
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Gibraltar We've a bunch of pretty smashed up ships to get repaired and back into the fight. Saros, are we able to repair and bring the captured IC ships into our own service?
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# ? Jun 19, 2017 16:52 |
Gibraltar
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# ? Jun 19, 2017 17:08 |
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Midway Our carrier can stay further out and our construction ship would be too close to the frontlines.
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# ? Jun 19, 2017 18:14 |
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Get a piece of the Rock! (not Dwayne Johnson, he's too expensive) Gibraltar
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# ? Jun 19, 2017 18:14 |
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Gibraltar This is probably our last opportunity to move an asset like this while the IC lick their wounds. And once everything goes hot Neptune needs to be self sufficient until the IC are defeated.
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# ? Jun 19, 2017 18:50 |
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Gibraltar
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# ? Jun 19, 2017 18:54 |
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If we were to go for the Gibraltar option Saros how long would it take, roughly, to repair the damaged ships?
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# ? Jun 19, 2017 19:14 |
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Pharnakes posted:Gibraltar This reasoning seems sound to me. Pitch in one more vote for Gibraltar.
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# ? Jun 19, 2017 19:38 |
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No more than a week per ship, armor isn't super hard to manufacture but it's also not just bolt on panels. Armor is probably the most TNE doped artifact made so the drive has to be stood down and tuned with the new integration so it doesn't disrupt the ship's inertialess field generation. :technobabble: Saros fucked around with this message at 19:41 on Jun 19, 2017 |
# ? Jun 19, 2017 19:38 |
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Saros posted:No more than a week per ship, armor isn't super hard to manufacture but it's also not just bolt on panels. Armor is probably the most TNE doped artifact made so the drive has to be stood down and tuned with the new integration so it doesn't disrupt the ship's inertialess field generation. Thanks, in that case I would like to change my vote to Gibraltar please.
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# ? Jun 19, 2017 19:40 |
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Gibraltar for that long-term benefit
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# ? Jun 19, 2017 20:51 |
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Gibraltar We need that capability out here.
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# ? Jun 19, 2017 21:35 |
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I like the cut of your Gibraltar.
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# ? Jun 19, 2017 21:40 |
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Gibraltar, with the caveat that we better protect it well.
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# ? Jun 19, 2017 21:51 |
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Gibraltar purely because I'm selfish and want Don't Forget to Breathe out here when the action starts
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# ? Jun 19, 2017 22:10 |
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The voting on reinforcements continues, this is just to catch everyone up with the end of the battle of Swift-Tuttle. 10 March, 0935hrs To the victor goes the spoils. Two captured destroyers and a whole lot of wreckage. There are a pair of salvage vessels at Triton if you feel the need to attempt to pick up some of the pieces. 10 March, 1100hrs FSV Endurance moves to tractor tow one of the captured destroyers as both of their engines are judged as destroyed beyond repair. Luckily for us none of our own ships suffered engine damage so all are able to make full speed. 10 March, 1628hrs As the SB operations vessel heads north to pick up survivors the rest of the fleet turns towards Swift-Tuttle and recombines before moving towards the comet to investigate. Zooming out somewhat we see a few IC flagged civillian freighters moving insystem. They no doubt detected the nuclear detonations and decided to clear the area. The operations area is otherwise quiet with only scattered civillian contacts visible. The fleet arrives in close over Swift-Tuttle and scans reveal hostile ground forces. The SB 'rescues' a bunch of survivors. Captured ships Providing you can convince the Special Branch your need is greater captured ships can likely be returned to some semblance of functionality and drafted into the fleet. Ships captured during an operation can be operated as-is if they are still combat capable but after battle major damage will require a stay in a shipyard. Swift-Tuttle The SB operatives have put us in touch with a contact on the ground. It sounds like at least a batallion of power armored infantry have siezed the docks and central administration and ordered the rest of the population into lockdown. Casualties are thankfully light as the militia largely surrendered once they realised what they were facing and how hopelessley outmatched they were but the IC troops appear to have moved in planning for the long haul with plentiful supplies and support. The colony is largely built aound the main docks so attempts to dislodge the IC troops with orbital fire would probably result in large civillian casualties as well. Prisoner interrogation has revealed much valuble info about the enemy classes encountered so far and their new weapons. Microwave Weapons High-Powered Microwave (HPM) are short-ranged weapons initially developed by Tesla corporation. Effective against shields and electronic systems. HPMs do little damage per shot (fixed at 1) and ignore armour. However they do bonus damage (x3) to shields, and once shields are down, microwaves only affect electronic components such as ECM/ECCM, sensors and targeting systems. Although it causes no damage to the majority of a ship's systems, it can blind the enemy, either forcing him to retreat or rendering him vulnerable to more destructive weapons. However, it is also quite expensive technology and difficult to employ effectively because of its relatively short range. Saros fucked around with this message at 23:04 on Jun 19, 2017 |
# ? Jun 19, 2017 22:52 |
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Captured Ships While a few more ships being added to the fleet would be nice, giving them to SB so they can comb through the IC tech to help advance our own and work up counters is better in the long run. I say we let the SB keep the ships. Swift-Tuttle colony As much as I don't like saying this I think we need to leave Swift-Tuttle to the IC. The IC have a larger fleet and to regain ST we would need to maintain orbital supremacy around the colony , call in our our ground forces, defeat the IC troops and then some how maintain security over the colony and the space around it from a superior enemy. We just don't have the means to do this without putting our side at a greater risk. Sorry ST but we got to let IC keep it for now. Reinforcements Gibraltar The added repair ability without having to send vulnerable ships off to Mars is a clear winner here. koolkevz666 fucked around with this message at 23:55 on Jun 19, 2017 |
# ? Jun 19, 2017 23:53 |
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After an intel flash, Kommdant-General Mukaikubo retires to his quarters for a short while before returning to address the fleet: https://www.youtube.com/watch?v=2cZvc3QaVlU Thanks to forums poster Mukaikubo who by happenstance is also the in-game commander! Saros fucked around with this message at 21:05 on Jun 20, 2017 |
# ? Jun 19, 2017 23:58 |
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What a completely unexpected turn of events. Who could have ever predicted something like this? Question for intel: Do we think the IC has interplanetary missiles (or other similarly ranged weapons) that could retaliate if we shot a few of our own interplanetary missiles at them? Obviously we don't want to scourge the outer planets clean in a torrent of nuclear hellfire, but popping a couple big gas mining platforms or something would be a suitable response.
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# ? Jun 20, 2017 00:07 |
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koolkevz666 posted:Swift-Tuttle colony Before we got word that war were declared, I was leaning toward liberating the Swift-Tuttle colony. My reasoning was thus: as a semi-independent colony, S-T did us some solids and there's other Mars friendly independent and semi-independent colonies out here, and we will need their eyes and ears. Though we defeated this IC fleet, the population of S-T might not know that. Given that we are now in a full on shooting war with the IC, I have to agree that liberating S-T might be a little too far as far as our current capabilities allow. If we can get word to the colonists that we haven't forgotten them, we should; though it may mean reprisals against the occupied population. Question for Intel/Foreign Ministry: Where is Terra sitting w/r/t the IC-Martian War? Can we expect a Terran fleet to head out system to garrison Pluto?
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# ? Jun 20, 2017 00:28 |
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I had fun recording that, as... myself. Anyway, I vote to let the IC keep Swift-Tuttle for now- the sad and sorry truth is that the civilians on that comet are martyrs already, it's just a question of whether they're being martyred by the IC or by our own guns. Let's have them be the baddies this time. Besides, we need to be getting back to Neptune in case of reprisal assaults.
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# ? Jun 20, 2017 02:04 |
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An orbital strike seems unproductive at this time. Maybe leave a few light ships on blockade duty and wear the IC out of supplies while we scare up some troops to liberate them? And yeah, how's Terra responding to the IC invading an independant colony and threatening Pluto? and Gibraltar impproving repair and resupply while leaving Mars at full fleet strength, what's not to like? And can we get salvagers out to rip up that cruiser? Are they at risk from IC naval reprisal at all? Sadly, if we'd backed up the spec opss boys, the convoy would've been a cake walk. Let them have the destroyers if they want.
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# ? Jun 20, 2017 03:11 |
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Definitely take the new toys back to Mars and strip them down for goodies, the long term benefits of getting the tech data out of them is way more important than a few extra guns on the line right now.
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# ? Jun 20, 2017 03:35 |
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Crazycryodude posted:Definitely take the new toys back to Mars and strip them down for goodies, the long term benefits of getting the tech data out of them is way more important than a few extra guns on the line right now. Well, there is a war going on *right now*, so those guns may actually be useful. Who knows how long it would take to actually get the advanced tech running.
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# ? Jun 20, 2017 10:04 |
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# ? Apr 25, 2024 20:31 |
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Nuramor posted:Well, there is a war going on *right now*, so those guns may actually be useful. Who knows how long it would take to actually get the advanced tech running. While that is true, it might be we would lack the means to rearm the ships or renovate them in time for them to make a difference. We could always split the difference - send one to Mars and restore the other to functionality. Keep in mind these are basically glass cannons, o they might not last long in a shooting war anyway.
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# ? Jun 20, 2017 10:42 |