Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Bremen
Jul 20, 2006

Our God..... is an awesome God

Fray posted:

So there's clearly a lot of demand for the 45cm laser. How would you all feel about modifying the DD in my post to use it? At that point the two plans would use them in equal amounts.

This is true, and in all honesty I meant the line about more death lasers as a joke.

I admit I meta-gamed my design a bit; being faster than your opponent is a huge deal in beam combat, but I assumed our primary opponent well be the UT who we believe to be fairly slow, so I went with a slower speed and more guns. This could backfire if we run into an enemy faster than my designs but slower than the fast beam DDs.

Bremen fucked around with this message at 19:49 on Oct 2, 2017

Adbot
ADBOT LOVES YOU

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!
Giant space lasers are anything but a joking matter. :colbert:

sebmojo
Oct 23, 2010


Legit Cyberpunk









Fray posted:

So there's clearly a lot of demand for the 45cm laser. How would you all feel about modifying the DD in my post to use it? At that point the two plans would use them in equal amounts.

sneaky! yes, do that and you have my vote: Fray

I want to see the space power point slide deck for this procurement round now

sebmojo fucked around with this message at 19:49 on Oct 2, 2017

pthighs
Jun 21, 2013

Pillbug
Plan Bremen

ShadowGlass
Nov 13, 2012

Voting for Fray proposal

Ferrovanadium
Mar 22, 2013

APEX PREDATOR

-MOST AMMUNITION EXPENDED ON CIVILIANS 2015-PRESENT
-WORST KDR VS CIVILIANS 2015-PRESENT

Fray posted:

So there's clearly a lot of demand for the 45cm laser. How would you all feel about modifying the DD in my post to use it? At that point the two plans would use them in equal amounts.

Voting for Fray with this modification because I want to have my cake and eat it too

Nick Esasky posted:

I have to say, the reason i didn't put a 45cm on the thing in the first place were twofold:

1)ROF: 90 seconds vs. 40 seconds for a 30cm is sorta a big deal, even if the OG Schiaperelli has 60 second ROF on their big plasma. I don't horribly like a single 15cm for secondary armament for that long.

2)Fitting: Have to find another 250 tons of ship to put the drat thing in. Getting that without touching the engines means either ripping out the other laser and its generator, leaving us with a 90-second long ROF with no secondary damage. Or we can do horrific things to the durability of the thing by cutting out 75% of the shields or making the armor completely out of paper.

Ah. Okay, still voting for Fray but having the 45cm is less important

Ferrovanadium fucked around with this message at 00:00 on Oct 3, 2017

Jack2142
Jul 17, 2014

Shitposting in Seattle

Fray because it is using my TOE.

Jack2142 fucked around with this message at 23:07 on Oct 2, 2017

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Plan Fray, because I like the modular jack-of-all-trades deal, and if you can promise more GSLoDs I'm sold.

Actually, on further reflection, the Azrael right now still has a 30cm laser and a 15cm laser and it can tow a missile pod. I think it should stay as-is instead of trying for a 45cm version.

Crazycryodude fucked around with this message at 22:34 on Oct 2, 2017

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
Plan Fray

I don't know much about ship design in Aurora and both proposals seem reasonable.

I do however like Frays modular presentation. And am not that much of a fan of giant doom lasers because putting all our eggs in one laser seems risky.

tatankatonk
Nov 4, 2011

Pitching is the art of instilling fear.
Bremen

Nick Esasky
Nov 10, 2009

Fray posted:

So there's clearly a lot of demand for the 45cm laser. How would you all feel about modifying the DD in my post to use it? At that point the two plans would use them in equal amounts.

I have to say, the reason i didn't put a 45cm on the thing in the first place were twofold:

1)ROF: 90 seconds vs. 40 seconds for a 30cm is sorta a big deal, even if the OG Schiaperelli has 60 second ROF on their big plasma. I don't horribly like a single 15cm for secondary armament for that long.

2)Fitting: Have to find another 250 tons of ship to put the drat thing in. Getting that without touching the engines means either ripping out the other laser and its generator, leaving us with a 90-second long ROF with no secondary damage. Or we can do horrific things to the durability of the thing by cutting out 75% of the shields or making the armor completely out of paper.

Nick Esasky
Nov 10, 2009
MISSILES! THINGS THAT GO BOOM!

Our R&D and salvage from Facility has been quite kind to us on the missile front, with a bunch of new things being possible:

1) Our base missile agility has been fully DOUBLED, which means we need to devote far less of the missile to having a good chance to hit targets once they get through enemy PD. This also grants us a ability to make AMMs with a decent chance of actually splashing same-size inbounds.

2)Although less dramatic, the amount of Boom/Ton has gone up for our warheads.

3)New Engines means Missiles Go Fast Now. 24000 if you devote half the things to its engine.

4)We decided to recommend Size 4 as standard ASM size because it gives us a decent amount of room for shiny extras. Such as, say, putting our new sensor tech to use as a secondary seeker head so that missiles don't just plain SD and waste their warheads once their launcher/initial target dies.


Here are some initial suggested designs we have, courtesy of Chief Missile Tech Ranjani from the Triton yards (they're all 50% engine):

code:
Missile Size: 4 MSP  (0.2 HS)     Warhead: 5    Armour: 0     Manoeuvre Rating: 17
Speed: 24000 km/s    Engine Endurance: 70 minutes   Range: 100.3m km
Active Sensor Strength: 0.105   Sensitivity Modifier: 140%
Resolution: 50    Maximum Range vs 2500 ton object (or larger): 100,000 km
Cost Per Missile: 3.1387
Chance to Hit: 1k km/s 408%   3k km/s 136%   5k km/s 81.6%   10k km/s 40.8%
Materials Required:    1.25x Tritanium   0.0627x Boronide   0.105x Uridium   1.721x Gallicite   Fuel x1000

(1 Warhead, .4 Fuel, .407 Agility, .1 Active, .093 Reactor, 2 Engine) 
A 100 million range ASM, with a decent size warhead, guranteed to hit any target slower than 4080 km/s if it gets through PD. Also packs 0.1 MSP of sensor with associated reactor to find other things to kill if their launcher dies or the target dies horribly. Huzzah for minimizing overkill!

code:
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 29
Speed: 24000 km/s    Engine Endurance: 3 minutes   Range: 3.9m km
Cost Per Missile: 0.9212
Chance to Hit: 1k km/s 696%   3k km/s 232%   5k km/s 139.2%   10k km/s 69.6%
Materials Required:    0.25x Tritanium   0.6712x Gallicite   Fuel x25

(.2 Warhead, .01 Fuel, .29 Agility, .5 Engine)
Our probable AMM design. 29% chance of splashing a incoming missile of equal speed (we doubt the Terrans will make anything faster). only 1% of the missile is fuel, but we are informed that fitting a ship-borne sensor that can find incoming missiles at even 3.9 million KM out is already a source of great difficulty for the design department, so we see no need to increase the fuel load further.

code:
Missile Size: 8 MSP  (0.4 HS)     Warhead: 9    Armour: 1     Manoeuvre Rating: 17
Speed: 24000 km/s    Engine Endurance: 21 minutes   Range: 30.2m km
Active Sensor Strength: 0.105   Sensitivity Modifier: 140%
Resolution: 50    Maximum Range vs 2500 ton object (or larger): 100,000 km
Cost Per Missile: 6.1647
Chance to Hit: 1k km/s 408%   3k km/s 136%   5k km/s 81.6%   10k km/s 40.8%
Materials Required:    2.5x Tritanium   0.0627x Boronide   0.105x Uridium   3.497x Gallicite   Fuel x375

(1.8 Warhead, 1 Armor, 0.157 Fuel, 0.85 Agility, 0.1 sensor, 0.093 reactor, 4 Engine)
we are informed that there is a proposal for a dedicated bomber with 4 size 8 box launchers floating around. This is a missile that'd go in it. Quite Heavy Warhead, same agility as the dedicated ASM, but 30 million range instead of 100. Most notably, they come with incorporated armor to increase survivability against AMMs and Gauss PD weapons. 48 of these from 8 bombers off of a Lockler WILL hurt something badly, in our estimation.

Nick Esasky fucked around with this message at 00:23 on Oct 3, 2017

Bremen
Jul 20, 2006

Our God..... is an awesome God
Additionally, size 4 lets us make a fun little present for anything that gets too close to our missile ships:

code:
Hellhammer Torpedo
Missile Size: 4 MSP  (0.2 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 13
Speed: 24000 km/s    Engine Endurance: 2 minutes   Range: 2.5m km
Cost Per Missile: 3.6932
Chance to Hit: 1k km/s 312%   3k km/s 104%   5k km/s 62.4%   10k km/s 31.2%
Materials Required:    2.25x Tritanium   1.4432x Gallicite   Fuel x25
(2 MSP Engine, 1.8 MSP warhead, .01 MSP fuel, .19MSP agility)

Every missile ship that also has beams can keep a salvo or two of these in its magazines, then when it closes to 120,000 km or closer it lets lose with these and turns each launcher into a powerful melee weapon.

Hessi
Oct 28, 2010
Voting Fray, the difference between 45cm lasers and 30 cm lasers on the dests is do i want to do 24 (penetrating 7 layers or armor) damage every 40 seconds or do i want to do 53 (penetrating 9 or 10?) every 90 seconds. If you look at our own ship designs, 95% of all ships and 100% of all ships a dest squadron should engage alone will be penetrated by either weapon. If it is able to tow a missile pod at fleet speed, that is another bonus, giving it a one time huge damage spike.

perfluorosapien
Aug 15, 2015

Oven Wrangler
Bremen's proposal has my support.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Whatever gets ship chat over with

Nitis
Mar 22, 2003

Amused? I think not.
Another vote for Bremen.

If possible, I'd prefer for the heavier tonnage ships to be very specialized (Big Beams, Massive Missles, Fleets of Fighters), and the smaller, more nimble ships filling in the gap as jack-of-all-trades where required.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Hessi posted:

Voting Fray, the difference between 45cm lasers and 30 cm lasers on the dests is do i want to do 24 (penetrating 7 layers or armor) damage every 40 seconds or do i want to do 53 (penetrating 9 or 10?) every 90 seconds. If you look at our own ship designs, 95% of all ships and 100% of all ships a dest squadron should engage alone will be penetrated by either weapon. If it is able to tow a missile pod at fleet speed, that is another bonus, giving it a one time huge damage spike.

Internal damage isn't binary on or off; there's a big difference between a 24 damage laser doing 2 damage through 6 layers of armor and maybe knocking out a weapon or fuel tank, and a spinal laser doing 15 damage and taking out a quarter of the internal components on a cruiser. It also carves a 5 wide crater for followup hits instead of 3 wide on the 30cm, which our rapidly firing 15cms can easily exploit.
I've got a strong suspicion that with either fleet doctrine our battles will mostly come down to softening up the enemy with missiles and then finishing it with a beam fight, and the spinal is just much more devastating at that than anything else, even once you factor in the recharge time. It's Fray's choice, but I'd be much more confident in his fleet if he had decided to switch.

Bremen fucked around with this message at 01:43 on Oct 3, 2017

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
What are the hit rates on these hilariously slow to fire weapons? (How badly are we loving ourselves)

What is the reload speeds on our current big hitters?

Bremen
Jul 20, 2006

Our God..... is an awesome God

Affi posted:

What are the hit rates on these hilariously slow to fire weapons? (How badly are we loving ourselves)

What is the reload speeds on our current big hitters?

Beam hit rates are based on range and target speed. With our current designs, the big lasers would have an 84% chance to hit anything 5000 km/s or slower at 50,000km (ideal range for laser damage) rising up to 97% at point blank range.

TheWetFish
Mar 30, 2006

by FactsAreUseless
Fire Control S03 160-5000 (1) Max Range: 320 000 km TS: 5000 km/s 97 94 91 88 84 81 78 75 72 69

Hit chances stem from fire controls, relative speed (& a bunch of niche things). Fire control hit chances are these numbers in bold at the tail of the fire control. By convention they're in 10Kkm increments unless specified. So point blank is 97%, 100Kkm is 69%. If the target is going faster than our 5Kkm/s tracking then there's a proportional reduction too.
Hitting a 5Kkm/s or slower ship of the line at 40K? 88%
Hitting a 10Kkm/s fighter at 100K? ~34%

Clearly we want as many spinals as we can get to smooth the odds out but if we treat them as the big bore weapons that they are then we'll be fine. They'll one shot kill most things we know about and good odds at spalling a far superior foe we haven't met yet

Phrosphor
Feb 25, 2007

Urbanisation

Voting plan Bremen!

Bremen
Jul 20, 2006

Our God..... is an awesome God
People complained there wasn't enough crazy in our fleet doctrines. I'll show them crazy!

Bremen's not at all insane Pod based fleet

Every ship is capable of towing a pod while maintaining 4000 km/s. Pods fill many rolls instead of just missiles, meaning that a destroyer squadron could be missile based or launch fighters depending on loadout.

Destroyers: There is only a jump destroyer and a beam destroyer. Versatility is achieved by attaching different pods.

code:
Glorious Leader class Destroyer Leader   4 500 tons     113 Crew     638.4 BP      TCS 90  TH 605  EM 0
6722 km/s    JR 5-250     Armour 5-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
Maint Life 3.3 Years     MSP 310    AFR 46%    IFR 0.6%    1YR 43    5YR 647    Max Repair 151.2 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

J4500(5-250) Military Jump Drive     Max Ship Size 4500 tons    Distance 250k km     Squadron Size 5
302.4 EP Ion Drive (2)    Power 302.4    Fuel Use 74.77%    Signature 302.4    Exp 12%
Fuel Capacity 310 000 Litres    Range 16.6 billion km   (28 days at full power)



Big Laser of Death class Destroyer   4 500 tons     127 Crew     885.4 BP      TCS 90  TH 605  EM 0
6722 km/s     Armour 5-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 16
Maint Life 2.75 Years     MSP 307    AFR 64%    IFR 0.9%    1YR 59    5YR 879    Max Repair 151.2 MSP
Intended Deployment Time: 12 months    Spare Berths 4    

302.4 EP Ion Drive (2)    Power 302.4    Fuel Use 74.77%    Signature 302.4    Exp 12%
Fuel Capacity 340 000 Litres    Range 18.2 billion km   (31 days at full power)

Laser Battering Ram (4)    Range 320 000km     TS: 6722 km/s     Power 24-0.15     RM 5    ROF 800        24 24 24 24 24 20 17 15 13 12
Fire Control S02 160-5000 (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (1)     Total Power Output 3.24    Armour 0    Exp 16%

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1
The Glorious Leader is a jump engine towing a pod and not much else. The Big Laser of Death, once it drops its pod, is a blisteringly fast beam weapons platform mounting 4 enormous 30cm lasers. These lasers take over 10 minutes to charge, so the BLOD is designed to charge in, one shot something, and then fly back out of range while it recharges.

code:
Burroughs class Jump Cruiser    9 900 tons     249 Crew     1597.4 BP      TCS 198  TH 1037  EM 540
5237 km/s    JR 5-250     Armour 6-41     Shields 18-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 20.61
Maint Life 1.41 Years     MSP 454    AFR 174%    IFR 2.4%    1YR 248    5YR 3724    Max Repair 227 MSP
Intended Deployment Time: 12 months    Spare Berths 2    

J9900(5-250) Military Jump Drive     Max Ship Size 9900 tons    Distance 250k km     Squadron Size 5
345.6 EP Ion Drive (3)    Power 345.6    Fuel Use 71.93%    Signature 345.6    Exp 12%
Fuel Capacity 435 000 Litres    Range 11.0 billion km   (24 days at full power)
Delta R300/360 Shields (7)   Total Fuel Cost  105 Litres per hour  (2 520 per day)

Quad Gauss Cannon R3-67 Turret (1x12)    Range 30 000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-20000 (1)    Max Range: 80 000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1

ECM 10



Lowell class Heavy Cruiser   9 900 tons     251 Crew     1747.4 BP      TCS 198  TH 1037  EM 540
5237 km/s     Armour 6-41     Shields 18-300     Sensors 1/1/0/0     Damage Control Rating 3     PPV 30
Maint Life 1.54 Years     MSP 386    AFR 224%    IFR 3.1%    1YR 185    5YR 2776    Max Repair 172.8 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 432    

345.6 EP Ion Drive (3)    Power 345.6    Fuel Use 71.93%    Signature 345.6    Exp 12%
Fuel Capacity 545 000 Litres    Range 13.8 billion km   (30 days at full power)
Delta R300/360 Shields (7)   Total Fuel Cost  105 Litres per hour  (2 520 per day)

15cm C3 Far Ultraviolet Laser (3)    Range 300 000km     TS: 5237 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S02 160-5000 (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (3)     Total Power Output 9.72    Armour 0    Exp 16%

Size 4 Missile Launcher (75% Reduction) (6)    Missile Size 4    Rate of Fire 80
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

Compact ECCM-1 (1)         ECM 20



Enterprise class Light Carrier    9 900 tons     170 Crew     1431.4 BP      TCS 198  TH 1037  EM 540
5237 km/s     Armour 5-41     Shields 18-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 2.06 Years     MSP 407    AFR 174%    IFR 2.4%    1YR 128    5YR 1918    Max Repair 172.8 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 83    
Hangar Deck Capacity 3000 tons     Magazine 102    

345.6 EP Ion Drive (3)    Power 345.6    Fuel Use 71.93%    Signature 345.6    Exp 12%
Fuel Capacity 570 000 Litres    Range 14.4 billion km   (31 days at full power)
Delta R300/360 Shields (7)   Total Fuel Cost  105 Litres per hour  (2 520 per day)

ECM 10
The Burroughs class Jump Cruiser supports its pod (and squadron, if you want) with a gauss anti-missile turret. The Lowell mounts a combination of missile launchers and light lasers making it a versatile combatant, and its relatively low number of launchers can be greatly supplemented by towing missile pods. The Enterprise light carrier can support a light fighter squadron or hold another pod within its hangars, increasing the number of pods a cruiser squadron can field. It can also use the hangar to repair and overhaul pods in the field.

Of course you probably don't care about any of that, so here's the pods:

code:
Trebuchet class Missile Pod    3 000 tons     34 Crew     459.4 BP      TCS 60  TH 0  EM 0
1 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 33.6
Maint Life 3.09 Years     MSP 96    AFR 72%    IFR 1%    1YR 15    5YR 226    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 224    Tractor Beam     


Size 4 Box Launcher (56)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80
A basic box launcher pod, capable of firing 56 missiles in a single salvo.

code:
Inexorable class Missile Pod    3 000 tons     83 Crew     471 BP      TCS 60  TH 0  EM 0
1 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 15
Maint Life 2.23 Years     MSP 98    AFR 72%    IFR 1%    1YR 27    5YR 398    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 4    
Magazine 360    Tractor Beam     


Size 4 Missile Launcher (75% Reduction) (5)    Missile Size 4    Rate of Fire 80
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR26-R80 (1)     GPS 1680     Range 26.3m km    Resolution 80

Compact ECCM-1 (1)



Inexorable (S) class Missile Pod    3 000 tons     78 Crew     534 BP      TCS 60  TH 0  EM 0
1 km/s     Armour 5-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 2.24 Years     MSP 111    AFR 72%    IFR 1%    1YR 30    5YR 449    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 288    Tractor Beam     


Size 4 Missile Launcher (75% Reduction) (4)    Missile Size 4    Rate of Fire 80
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

Compact ECCM-1 (1)
Rather than firing every missile at once, the Inexorable uses the same launchers as a Lowell cruiser. Not only does this give it more total missiles, but a Lowell towing an Inexorable has the equivalent of 11 launchers. The Inexorable (S) version has fewer launchers but a long range sensor capable of finding targets when not accompanied by a Lowell, or when left over a colony as a defense platform.

code:
Aegis class Missile Defense Pod    3 000 tons     75 Crew     608 BP      TCS 60  TH 0  EM 0
1 km/s     Armour 7-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 27.46
Maint Life 1.26 Years     MSP 127    AFR 72%    IFR 1%    1YR 84    5YR 1260    Max Repair 161 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Tractor Beam     


Quad Gauss Cannon R3-100 Turret (1x12)    Range 30 000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-20000 (1)    Max Range: 80 000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0

Active Search Sensor MR5-R1 (1)     GPS 42     Range 5.9m km    MCR 640k km    Resolution 1
Instead of devoting an entire destroyer or cruiser to anti-missile defense, the Aegis lets a fleet strap on as much anti-missile firepower as needed and then leave it behind once the enemy is out of missiles.

code:
Fully Armed and Operational Battlestation class Beam Pod    3 000 tons     112 Crew     681 BP      TCS 60  TH 0  EM 0
1 km/s     Armour 6-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 26
Maint Life 1.99 Years     MSP 142    AFR 72%    IFR 1%    1YR 48    5YR 717    Max Repair 120 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Tractor Beam     

15cm C3 Far Ultraviolet Laser (3)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5000 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
Fire Control S02 160-5000 (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (4)     Total Power Output 12.96    Armour 0    Exp 16%

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1
The Fully Armed and Operational Battlestation provides for all of your giant doom laser needs in one convenient, easy to transport package. Has heavy armor, so you can tow them into a beam fight if your opponent is slower than 4000 km/s (or just leave them somewhere as a weapons platform).

code:
P. Midway class Hangar Pod    3 000 tons     49 Crew     423 BP      TCS 60  TH 0  EM 0
1 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 2.71 Years     MSP 132    AFR 48%    IFR 0.7%    1YR 26    5YR 385    Max Repair 100 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 38    
Hangar Deck Capacity 1500 tons     Magazine 34    Tractor Beam     

Fuel Capacity 140 000 Litres
All the fun of fighters without those boring slow and fragile carriers (instead, a slower and more fragile pod). Each individual pod can only hold a few fighters, but if a full squadron brings them that adds up to 7,500 tons worth. Turns any destroyer squadron into a carrier fleet!


code:
P. Liberty Ship class Collier Pod    3 000 tons     42 Crew     398.5 BP      TCS 60  TH 0  EM 0
1 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 3.98 Years     MSP 104    AFR 57%    IFR 0.8%    1YR 10    5YR 157    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 680    Tractor Beam     
Instead of bringing an unarmed support ship along, just tow a few of these and bring more shooty ships!


The fleet still revolves around squadrons (1 jump ship and 4 destroyers/cruisers), just with every ship towing a pod. The firepower and versatility adds up; a destroyer squadron can supplement its 4 beam ships with 15 fighters, or a cruiser squadron can double its missile throw weight. When not in use, extra pods can be left in orbit of colonies as defense platforms.


(Please don't actually vote on this unless Saros gives it the okay; attaching and detaching a bunch of pods could get tedious)

Bremen fucked around with this message at 07:06 on Oct 3, 2017

Tythas
Oct 3, 2013

Never felt at home in reality
Always hiding behind avatars


Changing my vote to the Insane Pod Fleet or IPF for short

TheWetFish
Mar 30, 2006

by FactsAreUseless
Nothing terribly exciting on the table (edit: but pods are getting there!) If you want to proverbially shake spear at someone then you need a real Martian warship. Fast, armoured and with a spine. Resolve the considerable logistical nightmare of high draw military engine fuel consumption over long distances by residing inside a giant shell when not in active use

Project 31273
v0.1

code:
Canine class Martian Warship    4 500 tons     166 Crew     1087 BP      TCS 90  TH 672  EM 0
7466 km/s     Armour 8-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 20
Maint Life 1.07 Years     MSP 151    AFR 162%    IFR 2.2%    1YR 133    5YR 1989    Max Repair 202 MSP
Intended Deployment Time: 1 months    Spare Berths 4    

336 EP Ion Drive (2)    Power 336    Fuel Use 291.9%    Signature 336    Exp 20%
Fuel Capacity 150 000 Litres    Range 2.1 billion km   (3 days at full power)

15cm C3 Far Ultraviolet Laser (1)    Range 240 000km     TS: 7466 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
45cm C0.05 Far Ultraviolet Laser (1)    Range 240 000km     TS: 7466 km/s     Power 53-0.05     RM 5    ROF 5300        53 53 53 53 53 44 37 33 29 26
10cm Railgun V3/C3 (3x4)    Range 30 000km     TS: 7466 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02.2 120-7500 H50 (1)    Max Range: 240 000 km   TS: 7500 km/s     96 92 88 83 79 75 71 67 62 58
Gas-Cooled Fast Reactor Technology PB-1.2 (4)     Total Power Output 12.96    Armour 0    Exp 16%

Active Search Sensor MR5-R1 (50%) (1)     GPS 42     Range 5.9m km    MCR 640k km    Resolution 1
Active Search Sensor MR41-R100 (1)     GPS 2940     Range 41.2m km    Resolution 100

ECCM-2 (1)         ECM 20
code:
Havoc class Transport Shell    9 900 tons     155 Crew     1714 BP      TCS 198  TH 190.08  EM 0
4000 km/s     Armour 2-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Maint Life 2.17 Years     MSP 479    AFR 156%    IFR 2.2%    1YR 137    5YR 2055    Max Repair 118.8 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 159    
Hangar Deck Capacity 4500 tons     

T204 158.4 EP Ion Drive (5)    Power 158.4    Fuel Use 84.23%    Signature 79.2    Exp 12%
Fuel Capacity 750 000 Litres    Range 16.2 billion km   (46 days at full power)
Also Plan Bremen, provisionally with Pods!

StarFyter
Oct 10, 2012

Fray, because of fleet composition modularity.

I'm neutral on big lasers, on one hand massive armour penetration is great, on the other having the utility of two faster firing weapons is also something to consider. Both have something we'll be sure to miss in one situation or another.

Nick Esasky
Nov 10, 2009
A FAC

code:
Squeezed Fang class Fast Patrol Craft    1,000 tons     38 Crew     257 BP      TCS 20  TH 120  EM 0
6000 km/s     Armour 4-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 4.93 Years     MSP 80    AFR 16%    IFR 0.2%    1YR 5    5YR 82    Max Repair 60 MSP
Intended Deployment Time: 1 months    Spare Berths 2    

120 EP Ion Drive (1)    Power 120    Fuel Use 322.44%    Signature 120    Exp 20%
Fuel Capacity 50,000 Litres    Range 2.8 billion km   (5 days at full power)

Orion 20cm C3 Far Ultraviolet Laser (1)    Range 160,000km     TS: 6000 km/s     Power 10-3     RM 5    ROF 20        10 10 10 10 10 8 7 6 5 5
Fire Control S01 80-5000 (1)    Max Range: 160,000 km   TS: 5000 km/s     94 88 81 75 69 62 56 50 44 38
Gas-Cooled Fast Reactor Technology PB-1.2 (1)     Total Power Output 3.24    Armour 0    Exp 16%

Active Search Sensor MR9-R10 (1)     GPS 210     Range 9.3m km    Resolution 10
It occured to me that having at least one design that can be spammed to sit near our colonies/try to swarm things ala the IC Branson isn't the most horrible idea in the world. This is what happens when you decide to try to squeeze/cheapify our good ol' Fangs down to FAC level tonnage and put an engine from a Meteor on. Even still has enough range/deployment time for it to be reasonable to shepherd it to extrasolar colonies with a tanker, or do a bit of a sortie in support of a defensive action.

A 17000 ton Carrier

code:
Iron Duke class Carrier    17,000 tons     282 Crew     2079 BP      TCS 340  TH 1440  EM 0
4235 km/s     Armour 3-58     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Maint Life 1.89 Years     MSP 1382    AFR 462%    IFR 6.4%    1YR 497    5YR 7453    Max Repair 360 MSP
Intended Deployment Time: 3 months    Flight Crew Berths 71    
Hangar Deck Capacity 8000 tons     Magazine 340    

SpaceX 720 EP Ion Drive (2)    Power 720    Fuel Use 47.32%    Signature 720    Exp 12%
Fuel Capacity 650,000 Litres    Range 14.5 billion km   (39 days at full power)
A theoretical in-Sol carrier, because why should only dreadnoughts get to be that big. Twice the capacity of the Lockler, absolutely does not want to be shot at. Recommended group of 8 bombers/8 beam fighters.

habituallyred
Feb 6, 2015
Bremen for almost having enough Spinal lasers.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!



The voting was close but Plan Fray squeaks through with three more votes. Congratulations Fray!

7th June, 1900hrs
The jumpship Dubious distinction gently transits back into the Ranginui system from Sol. It has been nearly three days since she left and the detachment exploration ships in orbit of the fifth planet were starting to become extremely worried.

She brings news of turmoil in both Sol system and Martian command.

Firstly the Pluto Facility seems to have awakened from its catatonia a new being. It has built itself some sort of mobile shell and is stomping around inside the facility demanding that it be allowed to speak to representatives from the major polities representing Humanity. It claims to have momentous news but will not disclose anything except to those in a position of power to act upon it. It also seems to have taken quite the shine to Dr Lafever and spends long hours discussing everything from Sol system politics to philosophy to technology with the doctor.

Secondly two days ago outraged Terran representatives demanded a revisit of the Lunar accords. News appears to have reached them of Mars's unexpected advances in jump technology and with the enormous prize of Ranginui's fifth planet dangling before them Terran diplomats are demanding shared access and exploitation rights and a refined treaty to settle the question of both extra-solar territorial claims and xenoarcheological discoveries.

Their basic stance is that it should be allowable to claim both Jump Points and Extrasolar systems based on right of first discovery which would give them ownership of Ranginui as first discoverers. Martian diplomats expect that this is a cover for their real intent which is to secure access to the ruins as they appear to have another system to transit though first from their own inner-system jump point before arriving in Ranginui which given that Mars has direct access from Sol puts them at a disadvantage both militarily and claims-wise.

Finally psychological symptoms amongst the quarantined members of the unfortunate Jumpship Tangaroa are worsening. It has emerged that several were planning a mutiny to seize the ship and try to escape from the feeling of impending doom and two have committed suicide in the intervening time. One left behind a rambling note describing visions of an unspeakable horror which consumed everything in its path and corrupted the souls of all it touched. Mars has imposed strict maintenance requirements for all jump drives and decided that crews exposure to jump transits must be limited as much as possible.




Goons, where do we go from here?

1) What do we do with Facility?


A - Attempt to contain it so we can continue to study the facility and potentially access its stockpiles of weaponry.
B - Offer to allow it to speak to high ranking Martian officials and deliver whatever momentous news it has.
C - Give in to its demands and both reveal its presence to the solar system at large and allow it to address representatives from the four major polities.
- Some other option?

2) How do we respond to the Terrans?

If we decide to sit down around the table with them again what demands shall we make?

Saros fucked around with this message at 13:34 on Oct 5, 2017

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER
[B] and [C] for the Pluto Problem. Let's flank the Terrans on the issue, and I anticipate trying to fight the thing would be dangerous.
As for the treaty issue, gently caress the Terrans. The original treaty is good for us, but we should graciously allow them to share the data we recover from the ruins.... after we exploit it first. Delay delay delay, remind them that a violation of the treaty would result in serious consequences.

Okay realtalk Terra is almost certainly planning on violating the treaty right now. It's long-term suicide not too. What's going to happen is they're going to try and establish a military presence there before we can. It has become imperative to move a fleet into Ranganui ASAP, because the Terrans will as soon as they can.

TheWetFish
Mar 30, 2006

by FactsAreUseless
1 B You can speak to us Martians.
We are very likely in a position to do something about it but speaking to the other polities will likely cause conflict and compromise our ability to do something

Dance Officer
May 4, 2017

It would be awesome if we could dance!
Take Facility's new form to the talks. Tell the Terrans that if the big man himself or someone like his right hand man doesn't show up, we're not interested in having any sort of talks.

From the Terran point of view, Ranganui is probably more important for now, and the unfortunate truth is that we're not in a position, militarily, where we can force them to gently caress off. So, try to compromise. Ranganui is Martian territory by the Lunar accords, and the Terrans having an easy way into Martian home territory is an obvious no, so there's no way we can allow any sort of Terran military access into the system (or at least near the gate). But it should be fine to set up a joint exploration/investigation force and/or allow the Terrans some leeway for their own investigations.

HiHo ChiRho
Oct 23, 2010

C

We should offer the Terrans access to the facility in Sol in return for us keeping Ragna. Let them make the deal without them knowing the IC and TFS having the same access to The Facility.

Screw them over like they tried to screw us, basically.

habituallyred
Feb 6, 2015
C Tell the facility we have great news about humanity agreeing to disagree and show them the Lunar Accords. Make sure they understand the importance of the parts about humanity uniting against alien threats. Recommend that the upcoming broadcast start with a blazing endorsement of the Accords. Make sure to get a picture of the UT diplomat's faces when they realize that they have to choose between being friends with the goose that lays the golden eggs and Atlantis. In the meantime fortify Atlantis and the relevant jump points that we know about.



Also since nobody seems to want to read a sci-fi short story published in the 50s here is what Scanners Live in Vain suggested about the PAIN OF SPACE

1: Passengers travel in cryosleep
2: Crewmen are pulled from convicts etc. , have all senses disabled except for sight and are what we now refer to as cyborgs to delay death by space travel
3: Officers are known as Scanners, elite volunteers for the sense removals and cyborgification, monitor crewmen and themselves for signs of physical and mental breakdowns
4: Brilliant scientist discovers problems start with outermost crew first, wants to grow colonies of oysters or clams just inside the hull of the ship to soak up the damage
5: It works, remaining plot of story hopefully unnecessary


Something like that, been a while since I read the story in question.

GunnerJ
Aug 1, 2005

Do you think this is funny?

habituallyred posted:

C Tell the facility we have great news about humanity agreeing to disagree and show them the Lunar Accords. Make sure they understand the importance of the parts about humanity uniting against alien threats. Recommend that the upcoming broadcast start with a blazing endorsement of the Accords. Make sure to get a picture of the UT diplomat's faces when they realize that they have to choose between being friends with the goose that lays the golden eggs and Atlantis. In the meantime fortify Atlantis and the relevant jump points that we know about.

:yeah:

Dance Officer
May 4, 2017

It would be awesome if we could dance!
As it stands humanity will not unite against the alien threat. Terra, Mars and IC are hostile to eachother. Terra tries to treat Mars in a 19th century rivalry sort of way. All three have strong ideological differences and probably most importantly, Terra has Putin and his gang at the top. If an alliance is formed, all the others will have to constantly watch their back to try and prevent Puti-Puti from screwing them over.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

habituallyred posted:

C Tell the facility we have great news about humanity agreeing to disagree and show them the Lunar Accords. Make sure they understand the importance of the parts about humanity uniting against alien threats. Recommend that the upcoming broadcast start with a blazing endorsement of the Accords. Make sure to get a picture of the UT diplomat's faces when they realize that they have to choose between being friends with the goose that lays the golden eggs and Atlantis. In the meantime fortify Atlantis and the relevant jump points that we know about.



Also since nobody seems to want to read a sci-fi short story published in the 50s here is what Scanners Live in Vain suggested about the PAIN OF SPACE

1: Passengers travel in cryosleep
2: Crewmen are pulled from convicts etc. , have all senses disabled except for sight and are what we now refer to as cyborgs to delay death by space travel
3: Officers are known as Scanners, elite volunteers for the sense removals and cyborgification, monitor crewmen and themselves for signs of physical and mental breakdowns
4: Brilliant scientist discovers problems start with outermost crew first, wants to grow colonies of oysters or clams just inside the hull of the ship to soak up the damage
5: It works, remaining plot of story hopefully unnecessary


Something like that, been a while since I read the story in question.

This is really clever.

Inglonias
Mar 7, 2013

I WILL PUT THIS FLAG ON FREAKING EVERYTHING BECAUSE IT IS SYMBOLIC AS HELL SOMEHOW

For #1, I vote option C. Let the entire solar system know that we were the first to get an advanced alien race as our ally.

For #2, here are my ideas, in the order of how good I think they are:

1. Exchange jump route maps with UT. We give them ours, they give us theirs. Yes, they already HAVE our full jump route map, but they don't know that yet, now do they? They don't yet know how long we've had jump tech. Of course, GIVING them the map would allow them to estimate, but it would still be a fun prank that gives us info that we don't yet have.

2. Deploy at least a token military presence to Ranganui to defend the claim we hold, as per the Lunar Accords. Blockade all the jump points into the system that we don't control the other side of.

3. This one is a potentially terrible idea. Regarding the Lunar Accords, tell UT that if they want to have rights to our fancy alien ruins, we get to have some similar rights to whatever they found in their systems. We have a remarkably human-friendly planet in Ranganui 5 and it's got some infrastructure already there that makes it easy to colonize. Play that up. The way they negotiated the Accords, it implied that they also have a pretty human-friendly planet to colonize wherever they are going. Sharing is not a one-way street.

EDIT: Ignore idea #3.

Inglonias fucked around with this message at 13:58 on Oct 3, 2017

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

The Lunar accords:

The Accords mostly deal with the minutiae of the IC armistice, the reparations as well as the handover of Uranus and Titans status as an independent state. The two sections which are relevant now is firstly the status of the Sol systems jump points and secondly the clauses which call for mutual assistance in the face of an alien threat.

They establish that one jump point is under the direct control of both Terra and Mars respectively and that they have the right to control or restrict traffic as they wish with allowances for the passage of 'legitimate' commercial vessels should in the future this be required. They further stipulate that any further jump points discovered in Sol are to be open to all who wish to use them.

The most important thing right now is the accords are silent on the disposition of extra-solar territory. It was not expected that the two owned Sol jump points would lead to connected systems in what is dubbed the 'jump network' so soon and the accords were a relatively hasty piece of work so issues like this were left for future negotiations as both parties had an interest in keeping quiet.

While Mars would seem to have the stronger claim to the Ranginui system due to proximity to the Martian jump point Earth does appear to have been the first discoverer and it could be argued that this gives them the right to explore and colonise as they see fit.

Saros fucked around with this message at 13:35 on Oct 5, 2017

Adbot
ADBOT LOVES YOU

VanSandman
Feb 16, 2011
SWAP.AVI EXCHANGER
In that case the actual right to exploit will be held by whoever can take the place and hold it.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply