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Virtual Russian
Sep 15, 2008

ChaseSP posted:

Really do need to get some better laser wavelength tech to extend the range and thus reduce time we are being shot out in the future.

With any luck we may be able to get a quick decisive fleet victory to quickly neutralize the Koots shipyards and just keep a fleet ontop of their homeworld.

Already researching the next level of laser wave length.

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Neophyte
Apr 23, 2006

perennially
Taco Defender

Virtual Russian posted:

++++++++++++2113 Shipyard Production Vote++++++++++++

1. What ship will our large military shipyard produce?

H. Neophyte's Fisher (this is the low research version)

OMG, I couldn't disappoint ol' Jackie by NOT voting for my own design!



quote:

2. What ship will our small military shipyard produce?

F. Foxfire_'s Bomb Truck-class CT

We do need a missile design to go with the brawlers, and hopefully this one won't be getting shot before the enemy ships explode!

Kodos666
Dec 17, 2013
Capital Ship:
H
a huge damage output, strong armor and sufficient speed. having an additional shield would be nice, but this curretnly offers only a minor increase in defence.

Escort:
F
Distracting/softening up the enemy with missile salvoes will allow our capitals to close in for the kill.
I like the Prometheus-design, but without a dedicated tender this design has no place in the battleline. Commercial hangars allow for repair and refueling, but not rearming of parasite craft and can be build in civilian shipyards. A combination of a civilian tender and a group of FACs could be an interesting idea for support of the battlefleet or defence of outlying colonies.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Yeah, I would have been all over the Prometheus if we had a FAC yard and a way to support them away from colonies. Even something like a small hangar base would be useful for defensive operations.

EDIT: I've been looking into it and it's a little more complicated than that. Commercial hangars don't stop the maintenance clock for military ships, so you'd need to have maintenance modules, too. I was able to design a maintenance station that could support a squadron of 10 1000-ton energy-weapon FACs like the Prometheus; it clocked in at about 86,000 tons. It can be built with industry, though. A station that could resupply missiles would be larger. Do note, however, that hangars aren't discrete entities in Aurora; 10,000 tons of hangar space is 10,000 tons of hangar space. You could cram three of our corvettes in there for maintenance and repairs just as easily as ten FACs.

Zurai fucked around with this message at 00:04 on Aug 12, 2020

Machado de Assis
Dec 12, 2005

Virtual Russian posted:


1. What ship will our large military shipyard produce?

C. Gnoman's Supernova


2. What ship will our small military shipyard produce?

F. Foxfire_'s Bomb Truck-class CT

LLSix
Jan 20, 2010

The real power behind countless overlords

1. What ship will our large military shipyard produce?
B. LLSix's Seas the Day


2. What ship will our small military shipyard produce?
H. LLSix's Hawkeye-class CT

I'll put my money where my mouth is.

Next design contest I'm thinking about building a table to make it easier to compare ship designs. Feels too late in the vote cycle to do it for this one.




Zurai posted:

Yeah, I would have been all over the Prometheus if we had a FAC yard and a way to support them away from colonies. Even something like a small hangar base would be useful for defensive operations.

EDIT: I've been looking into it and it's a little more complicated than that. Commercial hangars don't stop the maintenance clock for military ships, so you'd need to have maintenance modules, too. I was able to design a maintenance station that could support a squadron of 10 1000-ton energy-weapon FACs like the Prometheus; it clocked in at about 86,000 tons. It can be built with industry, though. A station that could resupply missiles would be larger. Do note, however, that hangars aren't discrete entities in Aurora; 10,000 tons of hangar space is 10,000 tons of hangar space. You could cram three of our corvettes in there for maintenance and repairs just as easily as ten FACs.
Neat idea, but don't forget there are ground maintenance facilities.

In c# you don't need hangers at all, just maintenance capacity. I'm honestly not sure what a commercial hangar does.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

LLSix posted:

Next design contest I'm thinking about building a table to make it easier to compare ship designs. Feels too late in the vote cycle to do it for this one.

Yeah, a spreadsheet or something would have been a good idea. It took me a surprisingly long time to compile my overview post.

quote:

Neat idea, but don't forget there are ground maintenance facilities.

In c# you don't need hangers at all, just maintenance capacity. I'm honestly not sure what a commercial hangar does.

I wasn't sure whether we needed hangars or not, it's a little unclear. I guess commercial hangars are for moving ships without needing to worry about military engine fuel usage? Dropping the hangars saves on the order of 16k tons, bringing it down to about 70k in size.

I'm aware of ground-based maintenance facilities, but given the short ranges of FACs and fighters—due to needing tiny (and thus incredibly inefficient) engines and not having the room for much fuel—deep space facilities seem more useful.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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


LLSix posted:

In c# you don't need hangers at all, just maintenance capacity. I'm honestly not sure what a commercial hangar does.

A way to ferry fighters/FACs around long range without needing to take military carriers off the front maybe?

Lando131
Jul 27, 2006

This is one way to find scum...
It would mostly be for transport purposes, yes. Though there's nothing saying you couldn't sit one over a Jump Point as well or use them as other forward operating bases for fighters and FACs

Arrath
Apr 14, 2011


Virtual Russian posted:

++++++++++++2113 Shipyard Production Vote++++++++++++

1. What ship will our large military shipyard produce?

H. Neophyte's Fisher (this is the low research version)


2. What ship will our small military shipyard produce?

F. Foxfire_'s Bomb Truck-class CT


++++++++++++ End of Vote++++++++++++


I really like the Tempest and Avalanche, but I have to go with the Fisher.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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


H
F

Foxfire_
Nov 8, 2010

Commercial hangers do appear to rearm ships, whether they're meant to or not.

Hangers bypass fuel usage and deployment time. You can give fighters inefficient engines and hours-long deployment times, then park them in a hanger so they only count time they're actually flying. A fighter accompanying a commercial maintenance ship for weeks won't break, but it'll need a tanker constantly topping it up and have a very cranky crew at the end. Military ones also do maintenance, commercial ones don't and would need a separate enormous maintenance module.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Crazycryodude posted:

A way to ferry fighters/FACs around long range without needing to take military carriers off the front maybe?

Lando131 posted:

It would mostly be for transport purposes, yes. Though there's nothing saying you couldn't sit one over a Jump Point as well or use them as other forward operating bases for fighters and FACs
So, a CVE? Converted freighter-type, commercial hull/engine, token point defense guns, little to no armor, and enough hangar/flight deck to perform rear-line and transport duties?

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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


That's what I was thinking, yeah, a fighter freighter to schlep them from the factories to the front. The factories are the front at the current moment so not much need, but something to keep in mind for if we survive.

Foxfire_
Nov 8, 2010

Also, they're 4000 RP in the future (though we do have a max skill logistics scientist, so it researches at 3X speed)

Lando131
Jul 27, 2006

This is one way to find scum...

Radio Free Kobold posted:

So, a CVE? Converted freighter-type, commercial hull/engine, token point defense guns, little to no armor, and enough hangar/flight deck to perform rear-line and transport duties?
I was more thinking something like a towable space station that uses tugs to move it around with literally no armor to avoid the whole problem of needing engines and also allowing it to be built by industry. Even then though it should be noted that maintenance modules have a huge BP cost. Something with 10k hanger space and the maintenance to cover it would cost around 3500 BP and would take over 2 years to build with 25% of our industrial construction capacity. Without the maintenance facilities it's about a third the size and much more manageable. It's not -too- terrible to transport to worlds that do have them though, since you can just give them an MSP bay to repair things that break on the way and rewind the FACs and Fighters maintenance clocks once they're delivered. You'd need the maintenance facilities if you wanted to make it a forward operations base unless you really enjoy watching your own ships explode from lack of care.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Yeah, and we still need to research maintenance modules, too. FACs are more of a mid to long term idea at the moment.

Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!

Foxfire_ posted:

Commercial hangers do appear to rearm ships, whether they're meant to or not.

Per the wiki, commercial hangars should reload box launchers. I’m not sure if commercial hangars will reload ship magazines as well or if that requires an ordnance transfer system; I haven’t tried putting a ship big enough to have non-box launchers into a commercial hangar myself.

If this FAC conveyor/CVE is a commercial ship, the explosion chance when hit for commercial magazines is a nice round 100%.

ChaseSP
Mar 25, 2013



So long as we're in a fight for survival our focus should probably remain on stuff making our ships stronger, while also being able to support them.

MuteAllison
Nov 16, 2013

Virtual Russian posted:


F. Zurai's Avalanche

F. Foxfire_'s Bomb Truck-class CT


This seems to fit the doctrine best: I'll be interested to see how it pans out.

Virtual Russian
Sep 15, 2008

I'll let the vote run for another eight hours or so, once I'm home from work I'll get things sorted and start working on the next update.

sebmojo
Oct 23, 2010


Legit Cyberpunk









PurpleXVI posted:

B and G based entirely on coolness of ship names.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Pirate Radar posted:

If this FAC conveyor/CVE is a commercial ship, the explosion chance when hit for commercial magazines is a nice round 100%.

To be fair, the explosion chance for commercial ships when hit tends to be a nice, round 100%, so that's just par for the course.

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
F and F

Foxfire_
Nov 8, 2010

Zurai posted:

To be fair, the explosion chance for commercial ships when hit tends to be a nice, round 100%, so that's just par for the course.

Freighters can actually be surprisingly durable. Aurora's internal damage model shows its tabletop game heritage. Systems are either perfect or completely destroyed, with no in between state. On damage, it rolls to pick a system, then the system has a Weapon Strength / System Durability chance to be destroyed, otherwise the hit does nothing. Freighters are mostly cargo holds, which can be destroyed with no effect, and the rest is big commercial engines with high durability scores.

For example, our current freighters are 70% cargo holds and 25% engines. Each engine has a 80% chance to shrug off a missile hit. The engines also mostly don't explode when destroyed.

Neophyte
Apr 23, 2006

perennially
Taco Defender

Foxfire_ posted:

Aurora's internal damage model shows its tabletop game heritage.

Also the HTK of smaller components goes from 1 to 0, nothing in between. Zero HTK components won't soak any damage from enemy hits if destroyed (so if you want to minmax your ship internals you have to use components of HTK 1 or above).

This makes sense when you're having to pencil in single boxes on a damage column on your paper sheet. Less so in the age of computers that can, you know, handle the occasional fractions.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Yeah, but if a freighter is being attacked by enemies, it's not going to survive the journey. A commercial ship cannot outrun a military ship and cannot defend itself. If it encounters an enemy, it explodes eventually. Yeah, not on the first hit, most likely, but unless it's being escorted by a force strong enough to destroy the attackers in a handful of combat ticks, it's dead. Commercial magazines don't really matter in that respect.

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer
How do you figure out if an enemy's fleet is susceptible to microwaves or other forms of sensor-disabling weapons (if they exist directly and not as an indirect result of blowing the ship up)? I kinda wanna see that in action in the event we know they aren't using microwave-proof components or such.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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


If they have active sensors, they can be burned out by microwaves. Maybe some of the spoilers are immune? But no normal races are, it's just that microwaves are pretty niche so they don't show up a lot.

DelilahFlowers
Jan 10, 2020

F for our capitals and D for our screens

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Yeah, I was maybe using a bit of hyperbolic propaganda in my objections to the Wolf Hawk, at least in regards to not knowing if the Kooks are immune. They aren't. There's one or two things that might possibly be immune (I'm genuinely unsure), but the Kooks are an NPR and they use exactly the same general systems that we do. It's possible that they have better shields and electronic hardening than us, both of which defend against microwaves to varying degrees, but they won't be out-and-out immune.

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer
Ah, okay, in that case I think it was kind of not nice of people to heavily imply there's a good chance the NPRs will have microwave-immune ships.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Zanzibar Ham posted:

Ah, okay, in that case I think it was kind of not nice of people to heavily imply there's a good chance the NPRs will have microwave-immune ships.

I specifically added at the end of that post:

me posted:

(that's partially RP-speak, as far as I know nothing is outright immune to microwaves, but it's true that we don't know anything about their hardening or shield techs, and it's true that we're going to be outnumbered which isn't a great situation for a microwave-dependent capital ship)

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer

Zurai posted:

I specifically added at the end of that post:

I missed that part, and I thought the ship rundown was someone else that also mentioned the possible microwave-resistance. But I don't really get the problem then. What if we go all in on missiles but they have powerful anti-missile tech/PD? Or go all in on beams and they all have their ships nanolaminated (been playing some of the Gundam Cross Rays game lately)? We'd be just as screwed.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

Zanzibar Ham posted:

But I don't really get the problem then.

The problem is that defences to standard weapons - lasers, missiles, etc - mostly work on a gradient. Having good defences means you generally take less damage, even in a bad situation, but there are tactical ways to overcome those defences. The issue with microwaves is that the effect on the enemy is binary: either the enemy's defences aren't good enough and you have turned off their ability to kill you, or they are good enough and you haven't

Virtual Russian
Sep 15, 2008

Zanzibar Ham posted:

I missed that part, and I thought the ship rundown was someone else that also mentioned the possible microwave-resistance. But I don't really get the problem then. What if we go all in on missiles but they have powerful anti-missile tech/PD? Or go all in on beams and they all have their ships nanolaminated (been playing some of the Gundam Cross Rays game lately)? We'd be just as screwed.

They could have Electronic Hardening, which does give essentially what amounts to a save roll vs microwaves.

Zanzibar Ham
Mar 17, 2009

You giving me the cold shoulder? How cruel.


Grimey Drawer
Ah, okay, so it doesn't even have a weakening effect, it either disables completely or does nothing? That explains it, sorry about my misunderstanding the issue.

Foxfire_
Nov 8, 2010

Possible microwave defenses are:
- Be faster/have longer range. Microwaves are longer ranged than carronades or mesons, but worse than lasers. Like all beams, this is the best defense because it completely shuts them down.
- Have shields. Shields block microwaves. Any microwave deals 3 damage per shot to a shield and needs to drop the shields before it can hit sensors
- Have hardened sensors. There's a tech line that lets you add a % chance to ignore microwave damage. It starts at 30% for 2500RP and goes up from there.

If you expect to fight in microwave range, you ideally stack a bunch of these, e.g. dodge most shots, absorb the other ones onto shields (which are regenerating quickly), if anything gets through have it need to beat a hard roll to do damage, then have some redundant sensors anyway.

Microwave ships can work, they have the same challenges as all beam ships where they need speed and survivability to get into their favored range.

Missile ships are easier since their favored range can be very long and it's hard to have enough PD to ignore missiles, for equal tonnage of equal tech ships, you can add launchers a lot faster than you can add PD.

Foxfire_ fucked around with this message at 20:57 on Aug 12, 2020

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

My OOC objections are that we have zero research invested in microwaves, they can take quite a while to blind ships with big sensors with even a little electronic hardening, we can't even fire them until we're literally right on top of the enemy (15k max range, and anything under 10k is considered to be at 0 distance by the game), and they work best when you have a critical mass of them so that you can keep the lion's share of the enemy fleet blinded.

We have hostile, higher-tech aliens with bigger fleets 2 jumps from Earth. Is that really the time we want to be faffing around with base-level tech that is virtually useless in small amounts and is tied to ships that take 3 years to build and can only be built 2 at a time?

If you want to use microwaves, they work better (IMO) on smaller, lighter ships like FACs and fighters, which you can mass produce. I wouldn't be nearly as opposed to the Wolf Hawk if it had been a corvette design.

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Virtual Russian
Sep 15, 2008

Foxfire_ posted:

Missile ships are easier since their favored range can be very long and it's hard to have enough PD to ignore missiles, for equal tonnage of equal tech ships, you can add launchers a lot faster than you can add PD.

It is worth mentioning that ships with PD that are in range of each other's PD essentially pool PD. So a fleet where every ship has some PD ends up being able to shoot down fairly large salvos.

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