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Bremen
Jul 20, 2006

Our God..... is an awesome God
On the note of maximizing the number of giant doom lasers, I'm going to put forward my suggestion for a missile cruiser with beam secondaries. While primarily missile armed, it has a healthy punch with a spinal laser and two secondaries, enough to remain dangerous even after expending all of its missiles.

code:
Lowell class Heavy Cruiser    9 850 tons     295 Crew     1734 BP      TCS 197  TH 864  EM 600
4385 km/s     Armour 5-40     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 44.5
Maint Life 1.77 Years     MSP 440    AFR 194%    IFR 2.7%    1YR 173    5YR 2597    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 336    

Hephaestus Drive Yards Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 400 000 Litres    Range 11.0 billion km   (29 days at full power)
Delta R300/360 Shields (8)   Total Fuel Cost  120 Litres per hour  (2 880 per day)

15cm C3 Far Ultraviolet Laser (2)    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 (1)     Total Power Output 9    Armour 0    Exp 5%

Size 3 Missile Launcher (75% Reduction) (10)    Missile Size 3    Rate of Fire 60
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80
Size 3 Anti-ship Missile (112)  Speed: 24 000 km/s   End: 70.6m    Range: 101.6m km   WH: 4    Size: 3    TH: 136/81/40

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1
Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

ECCM-2 (1)         ECM 20

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
They may say jack of all trades, master of none, but I figure if instead of having 5 beam ships and 5 missile ships we can have 3 beam ships and 7 missile ships with beam secondaries, we'll come out ahead at both ranges. Plus the last war taught us how chancy highly specialized designs can be.

Also the first time an enemy encounters them they might assume they're just a slow missile ship until they close to point blank range for the giant doom laser.

Bremen fucked around with this message at 02:30 on Sep 20, 2017

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Bremen
Jul 20, 2006

Our God..... is an awesome God

Nick Esasky posted:

My opinion continues to be that ships with the majority of their tonnage devoted to not-beam related things have absolutely no buissness wanting to get involved in beam fights. The 1400 tons i see devoted to the lasers, reactor, and fire control on that design could much better devoted to such pursuits as doubling the magazine size from the currently pitiful 11 volleys along with fixing the ROF on the launchers so its 30 seconds per volley instead of 60. I simply do not see any benefit in halving our long range firepower per ship simply to throw some weak additions into a beam fight they could contribute to much better by blowing up the combatants beforehand.

The fire rate is a personal preference; I find larger and slower salvos more effective. Nor does 1400 tons of beams get magically more effective if you put it on a different hull. For what it's worth, it has about 65% the launchers and magazine of a dedicated missile ship, and about 50% the beam firepower of the beam ship posted earlier.

The advantage comes from the armor; it might have 50% of the beam firepower of a dedicated beam ship, but it has about the same health, so two would outlast a single beam ship, while having more missiles than a single missile ship.

Bremen
Jul 20, 2006

Our God..... is an awesome God
For what it's worth, we ran a sim in the Discord chat of 1 Lucifer and 3 Lowells vs 2 Lucifers and 2 specialized missile ships, and the hybrid approach won pretty handily. Both sides took heavy damage, but the hybrids got off to a slightly better start since both fleets lost a cruiser in the missile engagement, which cost the specialized ships half their launchers but the hybrids only a third, and then got anther boost since the missile ships were effectively "dead" once they ran out of missiles. Ended up with 2 Lowells surviving and all the specialized ships dead.

Basically, I maintain that the hybrid design approach is far superior.

Another lesson from the sim: Don't underestimate the 15cm lasers, they killed two of the lucifers by hitting holes in their armor left by missile combat. The giant spinal doom laser is great against undamaged ships, though.

Also, it's probably a good idea to hold fire with the spinal until 50,000 km or so. That 90 second recharge is huge.

Bremen
Jul 20, 2006

Our God..... is an awesome God
Size 2s having half the hit rate means they'll probably inflict considerably less damage unless large numbers of missiles are being shot down. They're really only practical if we're expecting to face heavy point defense for our missiles where like half of the volleys are being shot down.

Size 4s main advantage is it's easier to fit a sensor suite onto them, making it so the missiles can potentially lock onto new targets if their target (or the ship that launched them) is destroyed.

Bremen
Jul 20, 2006

Our God..... is an awesome God

LLSix posted:

I still prefer hybrid designs. Not having ships become target dummies when we inevitably run out of missiles seems like a good idea.

Yep. In Discord we also had a great idea to give the hybrids one or two additional salvos of short range torpedoes, keeping the launchers relevant in a beam fight.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Zaodai posted:

How much damage (in practice) do those Size 8 torps do? :swoon:

14 damage, and they're essentially uninterceptable at 120,000 km or less. However, the reloading time makes those spinal doom lasers look rapid fire :p

Bremen
Jul 20, 2006

Our God..... is an awesome God
I'm sure it will surprise no one that I'm in favor of 1B. How much tonnage we want to devote to beams is up in the air, but even having a few beams behind a thousand tons of armor makes for a significant threat (especially with the addition of a salvo of torpedoes). It also avoids possible disasters where a bunch of missile cruisers with empty magazines get bushwhacked by a destroyer or a few fighters while their beam escorts are off fighting the obvious enemy. In the previous war we had hybrid battlecruisers to provide that kind of coverage, but we're looking at cruisers as our largest jump classes so I think we should have at least some hybrids there.

For missile size I'm much more ambivalent. After playing around with possible designs, I favor 2B but only just; size 3 missiles without sensors are extremely capable, and still doable with sensors. S4 makes sensors a no brainer and has more versatility for alternate ammunition types like torpedoes.

Bremen
Jul 20, 2006

Our God..... is an awesome God
Yep. It's worth noting that the long range sensor and fire control for a missile setup is much larger than the firecontrol for beam weapons, so it doesn't make a lot of sense to strap a few missile launchers onto a dedicate beam ship (which can't run out of ammo anyways).

I'll also note that most beam cruiser designs have a backup firecontrol anyways for redundancy, so having a missile fire control and a beam fire control isn't even that big a loss in efficiency compared to jamming all the beams into one hull.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Nick Esasky posted:

TBH, the examples of usage given to me by Bremen on Discord involved sacking all of our missile ships for hybrids and then sacking half the dedicated beam ships as well to theoretically maintain the same missile throw weight. That did not sit very well with me.

That was a theoretical example that if we made 1/3rd beam 2/3rd missile ships, we could replace a 2:2 beam:missile squadron with 1:3 beam:hybrid to get the same number of launchers but much greater staying power in a beam fight.

The actual specifics of a hybrid ship haven't really been nailed down; I've been experimenting with a hybrid with only two light beams and more missile launchers (more practical with the addition of torpedoes), but I'm waiting to see what missile size we settle on.

Bremen
Jul 20, 2006

Our God..... is an awesome God

mossyfisk posted:

How much meaningful difference is there between strapping a giant laser on a missile cruiser, and just sticking a few dozen torpedoes in its magazine?

If the space a beam setup requires would accommodate enough torpedoes for several engagements, then that seems simpler and keeps missile output high. (I am right in assuming they can fire torps from their normal missiles tubes?)

For what it's worth, here's the tonnages involved at our current tech:

10cm laser (+power plant): 180 tons
15cm laser (+power plant): 230 tons
30cm laser (+power plant): 480 tons
45cm laser (+power plant): 730 tons
17 extra Size 4 missiles: 100 tons

On the surface torpedoes do look pretty good, though they suffer pretty low fire rate after the first salvo. There's also a small but real chance that missiles will explode in a ship if it takes internal damage, Battletech style.

Also, if you have the missiles for multiple salvos of torpedoes, you start to wonder why you don't just load them with missiles and hit them before beam range.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Pharnakes posted:

I'm sure that would be good but that's a size 9 missile isn't it? People are talking about size 3 or 4 launchers, I don't think torpedoes are a good idea if they require dedicated tubes, only if they can be carried by our standard missile ships for a bit of extra punch up close.

Here's the S4 torpedo design I came up with:

code:
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
At 120,000 km or closer, it's uninterceptable; for comparison, our lasers do their max damage out to 50,000 km and can theoretically hit out to about 300,000 km. Not really as good as a laser for the tonnage, especially considering the limited ammo, but it's a nice bonus for ships that have the launchers anyways.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Saros posted:

One thing is for bigger ships instead of a hybrid I'd accept is towed missile pods which can be dropped after firing. Ideally the ships maintain the 4k fleet speed while towing though.

Comedy option:

code:
Vanguard class Heavy Cruiser    9 850 tons     290 Crew     1930 BP      TCS 197  TH 1152  EM 900
5847 km/s     Armour 7-40     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 34
Maint Life 1.76 Years     MSP 612    AFR 155%    IFR 2.2%    1YR 243    5YR 3647    Max Repair 288 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

576 EP Ion Drive (2)    Power 576    Fuel Use 56.79%    Signature 576    Exp 12%
Fuel Capacity 350 000 Litres    Range 11.3 billion km   (22 days at full power)
Delta R300/360 Shields (12)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5847 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
15cm C3 Far Ultraviolet Laser (5)    Range 300 000km     TS: 5847 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (1)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
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)     Total Power Output 18    Armour 0    Exp 5%

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

ECCM-2 (1)         ECM 20
code:
Inexorable class Missile Pod    4 500 tons     41 Crew     591 BP      TCS 90  TH 0  EM 0
1 km/s     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 60
Maint Life 2.15 Years     MSP 82    AFR 162%    IFR 2.2%    1YR 24    5YR 355    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Magazine 400    Tractor Beam     


Size 4 Box Launcher (100)    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

ECCM-2 (1)
4000 km/s under tow, then it can drop the pod and run down pretty much anything with its beams. The missile pods could also double as colony defense, or jump point defense with torpedoes.

Bremen
Jul 20, 2006

Our God..... is an awesome God
Looks like it's time for fleet proposals.

I favor dividing ships up into jump capable squadrons, which basically means a jumpship and 4 combat ships of the appropriate tonnages, with extra non-combat ships not counting. Until and unless we develop dedicated jump point assault ships, our best chance of a jump point assault will be to send every combat ship we have through at once. I also think this means we should have some versatility in squadrons; while it would be nice to have at least one cruiser squadron, one destroyer squadron, and one frigate squadron in every fight, we can't count on it.

For frigate (3000 ton) squadrons, I figure an emphasis on scouting is ideal, though it should still have some weapons just in case it wanders into a small fight. No one's made a missile frigate, and I don't think they're really that practical anyways, so this probably means beams and maybe some PD.
Combat squadron:
1 Seer class Frigate Leader (Jumpship)
2 Ersatz Schiaparelli class Destroyer (Beam Frigate) (Suggested Rename: Schiaparelli II class Frigate)
2 Stalwart class Escort Frigate
code:
Stalwart class Escort Frigate    3 000 tons     76 Crew     567 BP      TCS 60  TH 288  EM 0
4800 km/s     Armour 4-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 20.61
Maint Life 2.24 Years     MSP 177    AFR 48%    IFR 0.7%    1YR 48    5YR 713    Max Repair 144 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 130 000 Litres    Range 10.3 billion km   (24 days at full power)

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
Non-combat support ships:
1 Gale class Scout (Sensor ship)
1 Wraith class Stealth scout (Cloaked spy ship)
code:
Wraith class Stealth Scout    3 000 tons     90 Crew     706.2 BP      TCS 12  TH 62.16  EM 0
4316 km/s     Armour 1-18     Shields 0-0     Sensors 180/28/0/0     Damage Control Rating 2     PPV 0
Maint Life 2.99 Years     MSP 294    AFR 36%    IFR 0.5%    1YR 49    5YR 738    Max Repair 259.2 MSP
Intended Deployment Time: 18 months    Spare Berths 1    

259.2 EP Ion Drive (1)    Power 259.2    Fuel Use 77.61%    Signature 62.208    Exp 12%
Fuel Capacity 250 000 Litres    Range 19.3 billion km   (51 days at full power)

Thermal Sensor TH10-180 (1)     Sensitivity 180     Detect Sig Strength 1000:  180m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
Cloaking Device: Class cross-section reduced to 20% of normal
The end result is a scouting squadron with some firepower and also the ability to contribute a lot of anti-missile point defense and scouting ability when operating with a destroyer or cruiser squadron.

For destroyers, as cool as the CVE idea is I don't think 1000 tons of hangar space is practical. I envision destroyers as a quick strike force; get in, do some damage, and then run away if faced with anything too big to fight, while also being able to contribute firepower to a cruiser squadron.

Combat Squadron:
1 Glorious Leader class Destroyer Leader (Jumpship)
code:
Glorious Leader class Destroyer Leader    4 500 tons     122 Crew     732.5 BP      TCS 90  TH 432  EM 240
4800 km/s    JR 5-250     Armour 5-24     Shields 8-300     Sensors 36/28/0/0     Damage Control Rating 2     PPV 0
Maint Life 2.76 Years     MSP 229    AFR 72%    IFR 1%    1YR 43    5YR 650    Max Repair 108 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
216 EP Ion Drive (2)    Power 216    Fuel Use 80.45%    Signature 216    Exp 12%
Fuel Capacity 230 000 Litres    Range 11.4 billion km   (27 days at full power)
Delta R300/360 Shields (3)   Total Fuel Cost  45 Litres per hour  (1 080 per day)

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

ECM 20
3 Communism IV class Missile Destroyers (Based on the Communism 4 design, modified for speed) (Missile Destroyer)
code:
Communism IV class Destroyer    4 500 tons     115 Crew     752 BP      TCS 90  TH 432  EM 240
4800 km/s     Armour 5-24     Shields 8-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 15
Maint Life 2.66 Years     MSP 209    AFR 81%    IFR 1.1%    1YR 42    5YR 628    Max Repair 108 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 224    

216 EP Ion Drive (2)    Power 216    Fuel Use 80.45%    Signature 216    Exp 12%
Fuel Capacity 230 000 Litres    Range 11.4 billion km   (27 days at full power)
Delta R300/360 Shields (3)   Total Fuel Cost  45 Litres per hour  (1 080 per day)

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 MR97-R90 (1)     GPS 6615     Range 97.6m km    Resolution 90
1 Revolution class Destroyer (Beam Destroyer)
code:
Revolution class Destroyer    4 500 tons     139 Crew     955 BP      TCS 90  TH 432  EM 240
4800 km/s     Armour 6-24     Shields 8-300     Sensors 1/1/0/0     Damage Control Rating 3     PPV 21
Maint Life 4.02 Years     MSP 398    AFR 54%    IFR 0.7%    1YR 39    5YR 592    Max Repair 180 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

216 EP Ion Drive (2)    Power 216    Fuel Use 80.45%    Signature 216    Exp 12%
Fuel Capacity 260 000 Litres    Range 12.9 billion km   (31 days at full power)
Delta R300/360 Shields (3)   Total Fuel Cost  45 Litres per hour  (1 080 per day)

15cm C3 Far Ultraviolet Laser (1)    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
R4.5/C3 High Power Microwave (1)    Range 45 000km     TS: 5000 km/s     Power 3-3     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S03 160-7500 (1)    Max Range: 320 000 km   TS: 7500 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%

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1
Non-combat support ships:
1+ Shiva class Ammunition Transport
code:
Shiva class Ammunition Transport    4 500 tons     65 Crew     549 BP      TCS 90  TH 360  EM 0
4000 km/s     Armour 1-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 9.64 Years     MSP 2153    AFR 81%    IFR 1.1%    1YR 42    5YR 629    Max Repair 180 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 544    Cryogenic Berths 200    

360 EP Ion Drive (1)    Power 360    Fuel Use 70.98%    Signature 360    Exp 12%
Fuel Capacity 650 000 Litres    Range 36.6 billion km   (105 days at full power)
A fast squadron with mostly long range weaponry, ideal for harassing the enemy and then running.

Cruiser squadrons are going to be the heaviest jump capable warships we have, and so I feel they should be designed as the fleet backbone, and include at least one carrier.

1x Burroughs class Jump Cruiser (Jump Cruiser)
code:
Burroughs class Jump Cruiser    9 900 tons     264 Crew     1643 BP      TCS 198  TH 864  EM 840
4363 km/s    JR 5-250     Armour 6-41     Shields 28-300     Sensors 1/28/0/0     Damage Control Rating 25     PPV 20.61
Maint Life 1.84 Years     MSP 519    AFR 156%    IFR 2.2%    1YR 194    5YR 2908    Max Repair 227 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

J9900(5-250) Military Jump Drive     Max Ship Size 9900 tons    Distance 250k km     Squadron Size 5
288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 430 000 Litres    Range 10.3 billion km   (27 days at full power)
Delta R300/360 Shields (11)   Total Fuel Cost  165 Litres per hour  (3 960 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
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

ECM 20
1x Hoplon class Missile Defense Cruiser (AMM cruiser)
1x Ersatz Cassini class Cruiser (Beam Cruiser) (Suggested Rename: Cassini II class Heavy Cruiser)
2x Lowell class Heavy Cruiser
code:
Lowell class Heavy Cruiser    9 900 tons     262 Crew     1692 BP      TCS 198  TH 864  EM 540
4363 km/s     Armour 6-41     Shields 18-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 32
Maint Life 2.38 Years     MSP 534    AFR 156%    IFR 2.2%    1YR 129    5YR 1939    Max Repair 144 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 576    

288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 450 000 Litres    Range 10.8 billion km   (28 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 (2)    Range 300 000km     TS: 5000 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 (2)     Total Power Output 6.48    Armour 0    Exp 16%

Size 4 Missile Launcher (75% Reduction) (8)    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

ECCM-2 (1)         ECM 20
Non-combat support ships:
1 Locklear mk.III class Light Carrier (Carrier)
2+ Shiva class Ammunition Transports
Commercial fuel tanker

Solo, a frigate squadron uses its stealth and advanced sensors to avoid any enemy fleets while being able to attack commercial shipping or isolated warships (worth noting that the gauss on the Stalwart also works as a short range anti-ship weapon). Together with cruisers or destroyers, the Stalwarts provide point defense coverage and the Schiaparellis can help in a beam fight or escort detached forces like a carrier or FSV, while the scout frigates let the fleet know where the enemy is.

Solo, a destroyer squadron can launch a bunch of missiles at any vulnerable targets and then retreat back to its ammo collier (possibly in another system) to rearm. If it cripples a ship, the Revolution can finish it off before help arrives. When working with cruisers, the missile destroyers contribute to the missile barrage (with nearly as many tubes as a cruiser division, though shallower magazines) then the Revolution joins in on the beam fight.

Bremen fucked around with this message at 00:13 on Oct 2, 2017

Bremen
Jul 20, 2006

Our God..... is an awesome God

Jack2142 posted:

Well that is where I disagree, if you only have to options for your squadrons for example the destroyer squadron, if it gets jumped by fighters it has no protection and probably isn't fast enough to outrun... so it dies. It can fire all its missiles, but if the enemy has the same missile range... then it has to sit an eat a full enemy salvo's before it can withdraw (so the targets aren't lost) if the ships aren't destroyed. If you want to bring PD cover and more beams you either need to deploy a frigate squadron... so now your small force is 10 ships instead of 5 to have the same flexibility.

Likewise a DD Squadron can't exactly go out and patrol because as soon as it encounters resistance and fires its missiles 3/4ths of the ships are useless until they are resupplied. That might not be a problem in the Solsys, but if we're four systems away from a fleet base I would take more flexibility in our independent commands.

I'm not sure the first is a fair comparison; I mean, you can pick rock paper scissors for anything. Sure, my destroyer squadron would probably take some hits from a fighter strike before withdrawing, and you can call that a weakness, but I could also point out that Fray's destroyer squadron would have trouble dealing with an all beam force since it only has one missile ship (alternately, that to chase anything down the beam destroyers have to leave behind their escorts, which I consider a large weakness). Doesn't mean either of them are bad, just both have strengths and weaknesses. Though your claim that it can't use its speed to get a one sided salvo against equal range missiles is incorrect, when you consider that missiles expend fuel "chasing" a moving target (the destroyers could also bait out the salvos first by moving in and out of range).

For the second... well, first off, that's why a destroyer squadron has an attached ammo transport. But the second is that the doctrine is designed for detached operations like that; if you need to know if the enemy has any ships in an adjacent system, you can send a frigate squadron in to do the scouting. If you want some fast skirmishers to test the enemy, you can send destroyers. Fray's fleet concept is based on larger but more rounded formations rather than a lot of small ones, is all, which gives it fewer weaknesses but less adaptability. Though it's not a hard rule; if we have 3 colonies to cover and 2 line divisions, there's no real reason they couldn't be split up, it's just not designed that way straight up.

The real advantage I think my fleet has is jump point assaults. Since it's built around jump squadrons and each squadron is designed to operate independently, it can always jump in every combat ship (Fray's line fleet would either have to leave behind 2 DDEs plus any Stalwarts if those get worked in, or send in an unarmored auxiliary). Beyond that it isn't really that different from Fray's except that it's formed of smaller parts.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Saros posted:

Bremen & Fray please feel free to write a summary of why your proposal should be picked for those those who don't want to wade through the minutae of each design.

Shipyards in Aurora have a size and number of slipways, and can build that number of ships at up to that size at a time. We were given the shipyard sizes of 3k, 4.5k, and 9.9k as targets, so having my formations based around those sizes means shipyards never have to be idle. Having formations require a certain number of ships of each size means our ability to produce new formations will be throttled at the slowest rate (probably 9.9k since in Fray's fleet that includes both cruisers and the various support ships).

Also my fleet design includes more than double the number of giant doom lasers. I rest my case.

Bremen fucked around with this message at 16:18 on Oct 2, 2017

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

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.

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

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.

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

Bremen
Jul 20, 2006

Our God..... is an awesome God
Argue from the position of legal originalism; that what matters with the Lunar agreement is the intent of the signers, not the letter, and that means that possession of a jump point also includes possession of the system it leads to.

Also accept that we will never get that. You ask for a billion and settle for a million. Instead our negotiators should aim at getting the following:

A) Mars receives a new jump point to make up for the one that is no longer exclusive, either a third in Sol or an unexplored one in Ragni.
B) Alien ruins belong to all humanity and no government can prevent another government from accessing them (try not to snicker when we suggest this)

Then once they agree we reveal Facility and say he wants to talk.

Bremen
Jul 20, 2006

Our God..... is an awesome God

sniper4625 posted:

What if...we made friends with Earth? :shobon:

Maybe we just need a bigger alien threat to scare us straight, but I wonder how long the two of us will survive in an increasingly hostile relationship given the fact that our home worlds are effectively at point blank range. I suppose we have a bit of a steam release valve given the new jump drives but long term I'm nervous.

Crazy idea, but... I think the combination of Facility, the fight over these ruins, both sides being frightened by what's going on with jump tech, and our added bit about cooperating against alien threats gives us an interesting opportunity.

We could propose that in light of the proof that we are not alone and that space is dangerous, all exploration be done by fleets mixing both Martian and Terran vessels (maybe even leave the door open to the IC and TFS in the future). Once a system has been explored, then it can be opened to civilian colonization (read: Government landgrabs) based on some sort of draft system (with shared access to ruins) so that everyone gets something.

I make this suggestion mainly based on the feeling that it would be a shame if this LP ends because we trigger MAD days after developing jump tech.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Inglonias posted:

Load an unmanned jump ship with as many TNE-nukes as we can spare and have it detonate them on that planet as soon as we possibly can.

The good old "I have no idea what this is, let's poke it with a stick" approach to science.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Nevets posted:

OK, in the interests of not killing 97% of the human race, here is my proposed counter offer:

1. Nobody gets Ranganui for 1 year. No mining, no settlement, and joint archeaological teams only.

2. During this 1 year cooldown, everyone shares astronomical (but not geological) data of JP's & systems they know about.
2a. Commission an InterPlanetary Medical Corps to study the effects of JP travel & assess possible extraterrestrial pathogens. All national exploration ships will have an IPMC team aboard to monitor crew health & record basic detail of visited systems & JP's.

3. After the 1 year period is over, we renegotiate the fate of Ranganui, Nova Sol, and any other systems we both find.

What this does is takes the pressure off UT by giving them the opportunity to find another tomb world to plunder instead of Ranganui. In a year their jump explorers can chart all of Nova Sol's JP's and probably a few more systems beyond those. Considering we found a tomb world right next door, there is a very good chance there's more than one nearby.

In addition to averting war immediately, it lets us have time to debrief Facility, implement our new techs & rebuild our fleet strength. If we can maintain the detente for another 5 years or so we can implement a long term plan of finding a Earth like extra-solar planet, evacuating almost the entirety of Mars to it, and turn the red planet into a world befitting it's namesake. Missile silos stretched as far as the eye can see with little else, ready to wipe Earth clean without fear of massive casualties in return.

I Support Nevets' Proposal. Maybe either state or imply that we're looking for a fair colony or jump point we can ask for in exchange for losing exclusivity on this one. Also point out that we really ought to try to find out what destroyed a far more advanced spacefaring species before we go about making long term plans. Maybe make it 6 months? Our most optimistic plan for even getting settlers into Ranganui is 6 months.

Worst comes to worst, we'll probably be in a better position to go up against Earth in a year than we are now.

Bremen
Jul 20, 2006

Our God..... is an awesome God

pthighs posted:

Move everything we have into ranganui. Then sit by the jump points and blast them as they come in.

We can't. The gate isn't up, and our jump ships can only take ships up to like 3000 tons.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Synthbuttrange posted:

3 million dead sounds bad.

For UT, it's a Tuesday.

Bremen
Jul 20, 2006

Our God..... is an awesome God

LLSix posted:

You can capture PDCs with ground troops. Doing so causes no collateral damage.

Ground combat actually does inflict collateral damage (maybe not the PDC part, but the actual fighting between ground units). Not nearly as much as orbital bombardment, but still casualties in the hundreds of thousands to millions range.

Bremen
Jul 20, 2006

Our God..... is an awesome God
Meson weapons also ignore missile armor, and maybe we can backwards engineer them after encountering the Crabs using them.

Bremen
Jul 20, 2006

Our God..... is an awesome God
I propose that we backwards engineer better engines, start building better ships with them, and once those ships are ready we send all the old, obsolete warships through the Crab wormhole to check its defenses while keeping the new better ones safe.

This proposal has nothing to do with the fact that I'm still on the waiting list for a ship command slot.

Bremen
Jul 20, 2006

Our God..... is an awesome God

mossyfisk posted:

Could we just dump all our missiles into their troop transports, and not engage the rest?

Not like they're going to retake Ceres by radio

What, on the grounds that destroying unarmed ships with tens of thousands of people aboard is the nicer way to resolve this conflict?

Bremen
Jul 20, 2006

Our God..... is an awesome God

SavageGentleman posted:

Lol Terrans are bringing EVE Online levels of massed ships to the fight. This is going to be very, very painful.

Even if we blow them up without losses, that's so many ships that could have been securing the border with the crabs.

If we lose the crab war because of this I'm going to laugh.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Mukaikubo posted:

Holy poo poo, dude, what's up?

I kind of feel like you need to chill the heck out, man. This thread's been getting increasingly bitter and vicious about tactical disagreements, and I really don't think me making a mistake and disagreeing with you is worthy of getting yelled at and called a lying illiterate. Have some loving perspective, alright? Like, Veloxyll had already made the same point as you, but without flying off the handle into personal attacks for no clear reason. I didn't really insult anyone who was arguing for a different option, because that's not how I rolled, and that's not how I thought this thread was supposed to roll.

Saros, please remove me from the list for now, because this thread has gone to way too toxic a place for me to enjoy participating. :(

Yeah, honestly this is why I pretty much flee the thread during the politics parts and just join in for the combat and strategic portions.

Bremen
Jul 20, 2006

Our God..... is an awesome God
"The belief in the possibility of a short decisive war appears to be one of the most ancient and dangerous of human illusions"

Bremen
Jul 20, 2006

Our God..... is an awesome God

Crazyeyes24 posted:

To be fair, we are in an almost full scale war with a rogue Navy that is currently at war with Terra.

On the other hand, the civilian government probably hates us even more than the rogue navy. They just aren't shooting at us (yet).

Friend Commuter posted:

I'm absolutely certain that someone, somewhere will still celebrate Christmas by the time this war is over.

Well, unless the Krabs come in once we've both exhausted our militaries and raze the entire system with their genocide bombs.

Bremen
Jul 20, 2006

Our God..... is an awesome God

scavy131 posted:

These tech upgrades are like using fighter jets against prop planes. I'm pretty sure since we only used 4 out of our 14 salvoes, we could almost completely combat incap the Ceres fleet before we get into laser range.

But it's proving pretty quickly that the newfleet tech is on an entirely different (tech)level than previous designs. We need to keep this in mind for engaging the UTNewfleet, although I expect us to do well, Mars' venerable Oldfleet may not fare as well as our new designs.

Keep in mind, the fleet we sent to Ceres masses 148,000 tons with our newest tech, compared to maybe 93,000 for the Terrans' obsolete Ceres garrison fleet (including the carrier). Crushing them would be easy even without the tech advantage.

We're looking at nearly 300,000 tons of reinforcements, though, including 175,000 tons equipped with what appears to be our drives and also, based on the rumors we heard, potentially some sort of xenotech.

Blasting the Ceres garrison fleet is just going to be the warmup.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Innocent_Bystander posted:

We'll just kick the door in, they said.
The whole rotten edifice will come crumbling down, they said.

It is!

On our heads.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Cathode Raymond posted:

Counterpoint: this might be our last, brief window to make Mars the dominant power in Sol before we’re all genocided by unstoppable galactic super powers, ancient super tech AI beings, horrific Elder Gods, or some combination of these.

I made this awhile ago, but it is now relevant again!

Bremen
Jul 20, 2006

Our God..... is an awesome God

pun pundit posted:

Reminder: Earth found several inactive Collaboration fighter drones. They "didn't seem to realise what they had," which is a pretty fantastic thing right now. How can we leverage the current situation in Sol to get our hands on those?

If they didn't figure it out yet, they will as soon as they get logs from the Internationale.

Bremen
Jul 20, 2006

Our God..... is an awesome God
Reality is a harsh mistress. Sorry to see this LP coming to an end, but I know how that goes.

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Bremen
Jul 20, 2006

Our God..... is an awesome God

LLSix posted:

link please?

Completely not self-aggrandizing link

I make no promises it will be anything like this one; I'm not much of a writer, just someone who likes playing Aurora, and some people on the Discord were interested in a chance for goon-piloted ships to get blown up.

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