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BwenGun
Dec 1, 2013

I'm really enjoying the format you've put together Saros! Sometimes Aurora LPs can be a little slow, but the way you're doing things is really great.

Space Dorf me please, preferably a warship of some kind, if large named Warspite if small Surprise.

Sad King Billy posted:

I have seen similar theories put forward for missile defence ships by other specialists in the field. A huge ship with nothing but armour that sits in front of the fleet and soaks up missile barrages.

The main problem would be that the enemy would almost certainly cotton onto the trick after the first engagement and would then be able to direct fire to avoid the shield ship. This is assuming Saros is running both sides in the conflict. If he isn't then the AI will be dumb enough to always fire at the shield ship in the right circumstances. However from experience it just makes engagements kinda dull as all you need to do is wait until the enemy has shot themselves dry and then mop up at extreme range with no risk of damage.

With regards to alternative ways of dealing with the enemy missile barrages, especially their quite powerful alpha strike capability. One thing I'd suggest is to split the fleet into a couple of task groups flying in close enough proximity to close to assist with point defense but far enough apart that it is readily apparent which group is the target for the enemy missile strike. That way when a missile strike is detected the main group can accelerate directly away from the missile in order to reduce the closing speed of the incoming missiles; (thus giving our CIWS a better chance of hitting the inbound missiles because as Pharnakes points out the IC missiles are a bit faster than our CIWS is designed to handle.) which I'm not sure happened in the last engagement as I think we were still moving towards the enemy when the missile strike hit. Then the supporting task group can accelerate towards the missiles before turning back to mirror the targeted flottilla's vector. Ideally so that the enemy missiles have to overhaul the supporting task group before they can hit the main target. The aim being to give the CIWS/energy mounts/Anti-Missile-Missile batteries of the supporting group more time to take out the hostile missiles.

So like so:



It's been a long while since I played a game of Aurora but I believe having something akin to this adopted as doctrine will at the very least give us a better missile kill rate for the alpha strikes. Though how well it would work against multiple missile strikes targeted at different task groups within the fleet would depend on the content of the strikes and whether they come as a single strike or whether there are spacings between each salvo.

Though as has been said something akin to a dedicated anti-missile cruiser/light cruiser armed with anti-missile missiles would be better as with such large concentrations of inbound missiles the longer range AMMs have to deal with them would be very useful in getting the numbers down to a more manageable level. Though that's something for BuShips to consider in the future.

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BwenGun
Dec 1, 2013

Midway. A carrier gives us extra strategic options.

Though question, would it be coming on its own or would it have an attendant flotilla of support ships? If not is there any way for the Admiralty to requisition a freighter and load up some replacement fighters to come to Neptune with the carrier (or do we already have replacements out at Triton Fleet base?)

Saros posted:

Unfortunately Anti-missile missiles are especially non-viable at low tech levels as you need a base of tech levels in warhead miniaturisation and missile agility techs which are somewhat above what we are using.

A very good point. It is possible but I concede it's hard, usually requiring excessively large ships or having disparate parts on seperate ships that have to operate as small squadrons and with the possibility of an unlucky hit making the entire formation combat ineffective. So probably best to rely other measures for the time being. Though if Mars wants to run up a corvette with a gauss gun for point defense or a fighter variant which can also work in point defense roles I'd not say no to adding some more layers to our defensive envelope.

BwenGun
Dec 1, 2013

If we were to go for the Gibraltar option Saros how long would it take, roughly, to repair the damaged ships?

BwenGun
Dec 1, 2013

Saros posted:

No more than a week per ship, armor isn't super hard to manufacture but it's also not just bolt on panels. Armor is probably the most TNE doped artifact made so the drive has to be stood down and tuned with the new integration so it doesn't disrupt the ship's inertialess field generation.

Thanks, in that case I would like to change my vote to Gibraltar please.

BwenGun
Dec 1, 2013

HiHo ChiRho posted:

1. Viva la revolución!
2. Topple the Corporates!

I concur.

Also glad to see I survived, even if I did have my ship blown out from under me! Still any one you walk away from and all that.

BwenGun fucked around with this message at 18:36 on Aug 10, 2017

BwenGun
Dec 1, 2013

Saros posted:

Col. Bwengun is yet to be rescued but should be picked up soon. Bwengun, Bozikek and Lostcosmonaut have the option of taking command of captured IC forces or rejoining the normal officer que (please post a preference!)

May as well roll the dice and see if I can gain a reputation for riding a second ship into a Nuclear hellstorm of IC missiles and come out breathing on the other end! Sign me up to one of the captured ships please.

BwenGun
Dec 1, 2013

Saros posted:

Indeed, nearly the entirety of some Polynesian societies migrated off-planet and the rest is made up of a mix of south asian (Indonesia especially), varying amounts of badly hit coastal African nations and much smaller amounts of Europeans/North Americans. The primary origin of people of 'European' descent on Mars is actually Australia, New Zealand and South Africa although english is generally the accepted tongue for cross-enclave communication thanks to its ubiquity and default status as the worlds second language.

Polynesian and other island cultures are in fact massively over-represented off-planet compared to overall numbers of humanity due to the extreme outward pressure as their homelands disappeared under the sea.

So I'm guessing Rugby is the national Martian Sport?

BwenGun
Dec 1, 2013

Nevets posted:

Got to imagine they've tweaked / reinvented most sports to be played in 40% gravity and in cramped conditions. Not alot of free space in pressure domes to devote to a big grass field.

Put nets up around the pitch to catch players when tackling throws them into the air and be prepared for passing to be a lot more interesting/acrobatic.

As for the space concerns I could imagine some early colony designers making large communal meeting spaces/mess halls easily convertible into sports pitches/town meeting halls/talent night stages. That way you maximise the use of a given space whilst reinforcing community spirit and resolve, something no doubt quite useful when trying to start a colony in a hostile environment.

BwenGun
Dec 1, 2013

Unconditional Surrender.Then maybe give the Terrans one of the harvesters in exchange for seizing all his Swiss bank accounts and transferring them to the Titan Fund for War Orphans. Because making him poor before hanging him from the top of one of the Titan Hab domes would be fitting.

BwenGun
Dec 1, 2013

frankenfreak posted:

On one hand, we'd lose any moral high ground we have, on the other hand :twisted:!

Also, get the TFS to agree to it, have them hold the trigger, or at least one of them. That way if we lose the engagement against the IC the Titan Free State now has a way of telling Earth to stick it where the sun doesn't shine if they waltz in and try to claim the harvesters after both the IC and Martian forces in the area are spent.

Also means if we win the coming battle and the Terrans show up and try to strong arm us we have a fall back position whereby we can say that we're fine with Nuking the harvesters as Home Fleet will be taking the other large concentration of them shortly when they roll over the IC defenders.

BwenGun
Dec 1, 2013

Crazyeyes24 posted:

Guys, Mars doesn't negotiate with terrorists because we aren't terrorists dammit.

I'd argue that destroying a strategic resource, or at least threatening to do so, is not terrorism but a perfectly legitimate wartime practice of denying the enemy a strategic resource/location. It's not like we'll be threatening to blow anything up with the workers still on board and it does give us a lot more leverage over the Putin and his Terrans, who seem to have every intention of securing the Harvesters regardless of what the workers who happen to live in the Saturnian planetary system want. And whilst I don't know the results of the upcoming fight I would put money on it leaving our fleet around Saturn being very much weakened and unable to put up a serious fight if the Terrans decide to take those harvesters.

BwenGun fucked around with this message at 21:23 on Sep 4, 2017

BwenGun
Dec 1, 2013

Crazyeyes24 posted:

More appropriate music, for the battle:
https://www.youtube.com/watch?v=o1Qkzj5bStU

As an aside I love this game's soundtrack, thanks for reminding me of it!

BwenGun
Dec 1, 2013

I would hesitate to agree to a Terran presence in the Saturnian system, or Uranus as it provides them too much easy access to our outer system infrastructure in the event they Pearl Harbour us. And lets be honest, with Putin at the helm the first indication of war with Terra will be missiles showing up on our sensors. That being said the fact that they're demanding such a thing means they want us to take them off the table immediately so that they can then demand that if we are being so intractable on these points we should be flexible on the issues regarding extra-solar navigation and colonization rights.

Thus it may behoove us to play our cards close to our chest at the start, tell them that all things are possible for the right price and see what they offer in return. Then move from there, potentially agree to demilitarized bases or force/fortification limits in exchange for pluto and more agreeable terms with regards to extra solar exploration.

Nevets posted:

6. Extra-solar colonization & exploitation by a nation will not signify ownership of an entire system. Colonized planets & moons in excess of 1 million permanent residents become sovereign states, which may vote to join an existing nation at that time.
Plenty of time for agent provocateurs to swing public opinion away from founding Terra towards independence or Mars

I'd say that we should be able to claim systems entirely, because whilst being able to sneak colonies into Terras back yard might be useful it would also mean that we'd have to spread our forces thinly to protect everything. And would need to commit considerable forces internally if and when war breaks out in order to destroy the mobile forces defending any of Terra's colonies within our sphere of influence.

Though by all means potentially ask for it at first, but perhaps be an area where we will graciously give ground in exchange for other concessions.

BwenGun
Dec 1, 2013

Nevets posted:

Wholesale annexation of an entire system gives the owner defacto control over all jump points leading into and out of that system.

So if Sol only has 2 JP's (Mercury for Terra & Pluto for Mars) we're hosed (by interstellar tentacle horrors).

If there is a third JP that we can grab it might lead to a barren hellscape of a system with a pulsar & nothing else, or a red giant that swallowed up all the resource rich inner planets eons ago, etc. Having to possibly traverse a few dozen AU across that wasteland to another JP with every trip to back & forth to a good system will seriously limit initial expansion plans.

That is a risk, yes. Part of the problem is that we don't know how many JPs there are in Sol, there could be 6 Jump points all leading to full jump chains.

One thing we could suggest is that until the providence of the Jump Points are known no power is able to claim them solely for their own. Perhaps suggesting that we share survey data until each Jump point has at least been probed, if not explored out to at least the second system in each chain. Thus assuring that we know neither Earth or Mars have locked themselves into a dead-end. With claims after that point being based firstly on who did the survey. Or maybe even the one who did the survey has first claim but can pass on taking it allowing the other powers to claim it instead. Or some other system, the point being to allow us to claim a decent amount of real estate whilst keeping Terra happy and ensuring we can then defend what we claim relatively easily.

BwenGun
Dec 1, 2013

B, but act reluctant about it and see if we can wheedle anything else out of them. Pluto for example.

BwenGun
Dec 1, 2013

Nevets posted:

We can try. As soon as Terra hears about us finding an alien boneyard with ridiculously advanced technologies 1 of 2 things is going to happen:

In the short term I don't see any way for them to find out about our find. The only ships going near enough to see anything there will be military and likely operating under the highest levels of security the Martian Navy knows of. Even when civilians start settling the other habitable planet we can always keep civilian traffic away from the other planet by stating that it is, for some unknown reason generating an energy field that makes it highly hazardous to crews not protected by military grade armour/shields.

By the time UT spies have a firm idea of what we've found we'll hopefully have a fleet of ships sitting on the Jump point, and any UT fleet that tries to force that JP will be destroyed by Martian Plasma Carronades whilst they are blind and defenseless from transition sickness. Which means that UT will hopefully be able to do very little about their new information without risking a full scale war with a planet that has bombardment missiles capable of reaching Earth itself. Not to mention a foe with a navy proven to be able to punch well above it's weight.


Nevets posted:

Best case scenario is exploiting our good fortune as hard and fast as possible so when Terra finds out about it we have as much of a technological edge as possible to dissuade attempts to seize our prize by force.

All that said I very much agree with the above. Moving to begin seeing more closely what we've actually found and then hopefully starting to exploit it must be Mar's first priority.

BwenGun
Dec 1, 2013

Agean90 posted:

and when things get tough people immediatly turn on our voluntarily brainwormed comrads, shameful

Personally I think nerve stapling them if they get out of hand is a perfectly reasonable option to have in our hand. It's not like anyone has ever complained about having more compliant drones brainwormed comrades.

BwenGun
Dec 1, 2013

Survey the New System.

Leave the facility alone.

Added bonus of surveying the new system first is that it extends the time until we're surveying Sol and thus until United Terra cottons onto the fact that we have jump tech.

BwenGun
Dec 1, 2013

Plus we have gate builders on the go, which, if Terra doesn't have the same tech in the pipeline already, could mean that whilst we have easy and unlimited access to our system for our entire existing civilian fleet the Terrans might need to purposefully build an entirely new civilian fleet on relatively small hull sizes in order to accommodate jump engines and tenders. All of which means we're much more likely to have multiple self-sufficient colonies set up and terraforming underway before the Terrans even have a single fairly large colony.

BwenGun
Dec 1, 2013

Fray posted:

Gates are indestructible so that's not a threat. It takes 120 days to build a gate, and two way traffic requires one on each side. You can send anything through it without limit unless saros houserules the warp daemons

Gates are indestructible yes, but ships passing through them are still vulnerable to point blank weapons fire. Which makes holding jump points pretty important.

I'd actually suggest thinking about some large defence stations to tow out to the jump points. Without the need for engines, or minimal engines to allow them to transition through the gate to escape an insurmountable attack or go back to Mars for Maintenance, there will be a lot of extra space for weaponry, armour, and shields. Hopefully meaning they'd punch above their weight and free up mobile fleet assets for commerce raiding/threatening enemy space.

Hell, even a basic hull with a single engine, fire control, sensor and a poo poo ton of missile box launchers would probably work as a way of ruining any Terran attempt to interdict the jump point. They'd die easily once they'd been shot dry but the ability to throw a few hundred/thousand missiles at an incoming battle fleet is never to be underestimated.

BwenGun
Dec 1, 2013

Great job on collating all the designs LLSix, makes it much easier to see what we potentially have.

For example we seem to have relatively little in the way of 3,000 ton Frigate designs so to remedy that I've put this together. The Rapier sacrifices 1 15cm Laser compared to Sloshmongers 3k Beam Frigate for the addition of 3 layers of armour and extra shields. Ideally this design will be able to outlast anything in it's weight range in a beam dual whilst also making it more likely to last long enough to make a contribution in any fleet engagement.

code:
Rapier class Frigate    3,000 tons     91 Crew     688.5 BP      TCS 60  TH 288  EM 150
4800 km/s     Armour 6-18     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 8
Maint Life 5.11 Years     MSP 323    AFR 32%    IFR 0.4%    1YR 21    5YR 309    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

LR Outsystem Boosted 288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150,000 Litres    Range 11.9 billion km   (28 days at full power)
Delta R300/360 Shields (2)   Total Fuel Cost  30 Litres per hour  (720 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
CSL Gas-Cooled Fast Reactor Technology PB-1.15 (6)     Total Power Output 6.21    Armour 0    Exp 12%

Active Search Sensor MR45-R60 (50%) (1)     GPS 2520     Range 45.5m km    Resolution 60

Compact ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes
I've also made an AMM Frigate. Our Destroyers and Cruisers seem to be mounting an AMM with a 3.8m km range, unfortunately fitting the active sensor and Fire Control to make that possible makes it all but impossible to fit it onto anything under 4,500 tons. Arguably anything under that size becomes a little inefficient. However I do still think it makes sense to at least consider a design at the 3,000 ton mark capable of adding to a fleets PD capability at range.

The Archer can theoretically fire 11 salvos at missiles traveling at 24k km/s, assuming no other factors it would be able to destroy 12 of those inbound missiles. The downside is the magazine capacity which only has enough for 24 salvos. That said a pair of them, would be able to handle massed inbound missile salvos of up to 25 without too many leakers. Making it sufficient for AMM roles in our Frigate Squadrons, and a nice addition if it has to lend it's weight to a fleets PD Umbrella.


code:
Archer Mk2 class Frigate    3,000 tons     82 Crew     638.8 BP      TCS 60  TH 288  EM 60
4800 km/s     Armour 3-18     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 4
Maint Life 3.47 Years     MSP 266    AFR 36%    IFR 0.5%    1YR 34    5YR 505    Max Repair 189 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 97    

LR Outsystem Boosted 288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150,000 Litres    Range 11.9 billion km   (28 days at full power)
standard Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

AMM Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
2.8m km AMM Missile Fire Control FC26-R1 (1)     Range 26.5m km    Resolution 1
3.8m km S1MM Mk2 (97)  Speed: 24,000 km/s   End: 2.7m    Range: 3.9m km   WH: 1    Size: 1    TH: 232/139/69

2.8m km AMM Active Search Sensor MR26-R1 (1)     GPS 189     Range 26.5m km    MCR 2.9m km    Resolution 1

Compact ECCM-1 (1)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
With below being the Jump Frigate to take the above two anywhere we haven't gated yet.

code:
Seer class Frigate Leader    3,000 tons     79 Crew     496 BP      TCS 60  TH 288  EM 60
4800 km/s    JR 5-50     Armour 6-18     Shields 2-300     Sensors 18/7/0/0     Damage Control Rating 2     PPV 0
Maint Life 4.74 Years     MSP 258    AFR 28%    IFR 0.4%    1YR 19    5YR 282    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 1    

J3000(5-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 5
LR Outsystem Boosted 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)
standard Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

Active Search Sensor MR96-R120 (1)     GPS 7560     Range 96.6m km    Resolution 120
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM0.5-7 (1)     Sensitivity 7     Detect Sig Strength 1000:  7m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

BwenGun fucked around with this message at 14:12 on Oct 1, 2017

BwenGun
Dec 1, 2013

Crazycryodude posted:

It's a horrible deal. The entire reason we want to keep Earth out of Rangi is because the TNE's and alien tech that they'll pull out of Rangi V will utterly obliterate any advantages we had over them. This deal just.... lets them have it. The civilian colony digging up TNE's and tech is the entire thing we want to prevent to begin with.

I concur. Tell the Terrans to stick their offer where the sun doesn't shine. If they want to try and call our bluff then they can see what a real navy looks like first hand.

BwenGun
Dec 1, 2013

So appeasing Putin is bad, and will never end well. At the same time whilst my first instinct is to see if we can get them to blink first I am not 100% sure they will given the bonanza of xenotech Rangi represents.

My suggestion thus is not to officially cede any diplomatic ground but instead utilise the back channels our diplomatic corps no doubt has with the Terrans to suggest a compromise whilst making clear that large portions of our military and civilian leadership are prepared to go to War over this. Ideally the diplomats chosen to deliver this back channel message will be genuinely scared that the above is 100% true.

Then have them deliver the following proposal.

1. As a sign of good faith Earth has all their ships stop and hold position. Mars reciprocating.

2. Earth transmits all scan data they have on Nova Sol and Rangi so that we can negotiate in good faith.

3. Mars is recognised as the sovereign owner of the Rangi system in perpetuity. And exclusive access for all JPs leading from it with the exception of Nova Sol-Rangi JP.

4. Earth is allowed a limited Xenoarcheological presence in the system in the interests of expanding humanities knowledge of this place and what happened here. Mars agrees to share all discoveries relating to the history and destruction of the place if Earth reciprocates. Some potential for a joint project going forward.

5. Earth is allowed a single mining colony lease for 25 years at which point all infrastructure and installtions will be handed over to Mars. With the population given a free choice whether to stay or be removed to Terran space.

6. In return Earth will recognise everything rimward of the belt as within Mars' sphere of influence. (Maybe give them some wriggle room here?)

7. Mars will also be granted exclusive access to one of the other unexplored JPs within Sol, and the chain following on from it.

8. Earth may set up limited defensive installations within their colony. (Short range offensive and defensive PDCs, without the ability to threaten any Martian colonies in the system. With regular inspections by a neutral third party to ensure they do not attempt to violate this clause. They will also only install sensors, both active and passive, capable of detecting ships within 10 million Kms of their colony. (Negotiable on sensor range.)

9. Earth will not exceed a total military tonnage of 10,000 tons within Rangi nor will they activate their active sensors whilst within Rangi except at the express permission of the Martian Navy.

10. All Earth ships entering Rangi must come via the Nova Sol jump point without fail. No Earth ships will be permitted entry via the Sol-Rangi JP. (Absolutely no backing down on this one. If they absolutely have to give them access to Rangi they have to go the long way and ideally have to do multiple jumps without access to the ease of jump gates. As that will limit the speed with which they can colonise and extract resources)

Have the diplomats pass this off as the bare minimum Mars will accept without being willing to push the button and roll the dice on war.

The idea being that we give them access to the ruins, but do everything we can to make it as hard as possible for them to exploit the ruins and resources of the system effectively whilst limiting their ability to see what we're up to in the system.

BwenGun fucked around with this message at 11:40 on Oct 6, 2017

BwenGun
Dec 1, 2013

Crazycryodude posted:

See, now this is actually an ok proposal. Although I'd still demand something of value for us in exchange for their lease on a mining colony in Rangi.

What would we like?

Off the top of my head I'd suggest asking for:

1. A large lump sum of resources.

2. One or two of their jump capable scouts transferred.

3. Rent in the form of wealth/resources.

4. A research facility or two transferred to Mars (they may reject and we may not have the pop to fully utilise it yet.)

5. Territorial concessions in Sol, e.g. them fully pulling out of the outer system and recognising our control.

BwenGun
Dec 1, 2013

Crazycryodude posted:

Them recognizing everything rimward of the Belt as in the Martian sphere of influence and maybe an option to claim a future Sol JP chain as exclusively ours? Or at least exclusively ours for the length of the mining colony lease? To make up for the Rangi chain no longer being exclusive.

That seems reasonable. I'll edit the proposal to request it.

BwenGun
Dec 1, 2013

Hard decision there.

Limiting the amount they can have in the system at any one time limits their ability to pearl harbour us. But at the same time. Allowing them to jump in with a battlefleet at any time without them suffering at the JP is potentially even worse.

Saros, are they saying they will only using the Nova Sol-Rangi JP and not the Sol-Rangi JP?

BwenGun
Dec 1, 2013

Saros posted:

Sol-Ranginui JP will be under Martian control and they will only be able to transit with your permission.

Re: the 20m km zone that is well within missile range and about 1/3 the distance Mercury orbits the sun from so is unlikely to catch any bodies in its radius.

Thanks Saros. Well that will slow them down compared to us when it comes to the exploitation of the ruins and the colonization process.


Inglonias posted:

Also, I forgot to mention this:


Didn't notice my rear end. The first thing any competent negotiator would do with a new proposed set of terms is run a diff on whatever they got against the last iteration of the treaty. They have their own ruins in Nova Sol. They may not be as extensive as the ones in Ranganui (or else they wouldn't be willing to go to war over that system), but we have to assume they exist, given how common these drat things seem to be. We should ask the Facility about any Collaboration presence in that system as soon as we give it something to go on, since the jump graph has been hosed with by alien beings.

Hell, ask the Facility for ANY nearby Collaboration maps we can use. Even if we get only the star types and planetary layouts, we can use that to confirm whether alien ruins are present in a new system without scanning for it, allowing us to... HAPPEN to get an archeological team to them before we HAPPEN to stumble upon those ruins and have to announce their existence.

Well... it could also be a Martian addition if we're trying to keep Facility hush hush.

BwenGun
Dec 1, 2013

Hessi posted:

A1, with the added demand that UTs side of the Ranganui-Sol Nova JP cannot be fortified either, with ample inspectors on both sides

1A, with Hessi's proviso.

Fray posted:

Sounds good. Saros came on discord and we did some haggling. This looks like the best deal we can swing.

Ed: I guess this qualifies as a vote for 2B.

On second thought I'll go with this. Plan Wetfish, whichever number that works out as.

Edit:

1C.

BwenGun fucked around with this message at 17:46 on Oct 6, 2017

BwenGun
Dec 1, 2013

Saros posted:

Wetfishes proposal would still come down on the 1 side. Any 2 option has very high odds of the Terrans rejecting your proposal and things escalating out of control. Please Vote 1C if that is what you support.

In that case I have edited my vote accordingly.

BwenGun
Dec 1, 2013

I think contracting some civilian ship building to the TFS is a great idea and should be done ASAP to prevent Earth doing the same.

I also really like Jack's idea about seeing if the IC want to build some as well.

With regards to importing Earth's dissidents I'm torn. On one level I accept that we probably will have to do so just to keep up but at the same time I feel like it's just asking for Earth to slip in spies and covert operatives able to disrupt us when it comes to war. Or more worryingly spill secrets regarding our tech and Facility.

BwenGun
Dec 1, 2013

Well that's a rosy picture.

On the bright side the collective lasted an awfully long time so whatever killed them might at least leave us alone for a while.

BwenGun
Dec 1, 2013

Hey Saros, does the Martian Navy have a tradition of ship's cats? And if so were any that transitioned to Rangi affected by the jump? Or are they still the same adorable, imperious, demons in fur they always were?

BwenGun fucked around with this message at 15:55 on Oct 10, 2017

BwenGun
Dec 1, 2013

frankenfreak posted:

Do we need to Hunt for that parrot now?

If we ever build a stealth ship we should call it the Grey Parrot.

BwenGun
Dec 1, 2013

Crazycryodude posted:

Yeah, the implication here is that there's someone answering the door. It's not physics. It's another intelligence deciding what can and can't come through.

Or it's not an intelligence insomuch as it is a gestalt accumulation of all sentient life's emotional/intellectual impact on a dimension laying on top of our own. Which might explain the madness, imagine having to deal with something that's the sum accumulation of every sentient creature to have ever existed.

It might also explain the why, it may not be that it's letting us in but rather that in some tiny infantesimal way we're all already there which is what allows us to dip up into that dimension and then out again light years away whilst refusing or disappearing non-sentient intelligent life.

BwenGun
Dec 1, 2013

Z the IVth posted:

I know we've tried to sedate people going through, but have we tried altering their brain chemistry? Try jump tests with subjects on antipsychotics, anticholinergics, LSD and every other combination of upper/downer/sideways-er we have.

Also try sending some psychopaths through and see how they respond.

I'd be interested to see if the people who showed immunity had a higher occurrence of reported déjà vu, hallucinations, or psychic related experiences either themselves or within their families.

It may be that the whole psychic thing is actually just certain individuals being more attuned to the jump space dimension, and thus more resistant to it.

Also are we testing using shields during the jump?

BwenGun fucked around with this message at 11:37 on Oct 13, 2017

BwenGun
Dec 1, 2013

TheWetFish posted:

Jump constructor proceeds to Swift-Tuttle & waits
No good reason to build gates elsewhere yet and once we test the completed Sol-Ranganui gate then we'll most likely want gates on the jump points within Ranganui (leading out)

Continue exploration of all jump points, both in Ranganui & Sol
We have data on how far we can safely push jump travel and none of these chains are yet long enough to push those limits (for us). Jump limit of four jumps, for ships with 80+ crew. Two jump limit otherwise

Do not inform United Terra / Earth of jump experiment results
Holy hells no; this triggers immediate war do not do this
These results combined with not letting United Terra / Earth use our exclusive Sol gate into Ranganui effectively cut them off from Ranganui. This has been clearly communicated previously as a red line for them. Once they realise this they will be forced to either effectively concede Ranganui to us or fight for control of our exclusive jump point

Hopefully we can get our Ranganui jump point defences firmly in place before they realise this, do not speed up the process that we are now racing against. There is benefit to telling them at some point but right now is not that time

Edit: It's not quite that critical but still don't give them the results until the defences are in place
Edit 2: Jump limit of four jumps, for ships with 80+ crew. Two jump limit otherwise

Voting for this.

BwenGun
Dec 1, 2013

TheWetFish posted:

Let's talk to Facility and if they don't have any better ideas then have them draw up a transmission in a few old (to us) dialects, to be broadcast in that system before we go tinkering with anything. Something to the effect of;

Good idea, though in addition perhaps we should ask Facility for a translator or dictionary for the main collaboration languages? Both to make the Xenoarcheological digs easier and for communicating with other species that may also have found collaboration ruins?

BwenGun
Dec 1, 2013

Yes

BwenGun
Dec 1, 2013


:perfect:

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BwenGun
Dec 1, 2013

Fray posted:

This as elaborated by Scavy:


For surveying: Let's see how much sorium is in those Galileo gas giants, and start looking at the systems past Rangi.

Colonization: Let's only deploy the construction battalions until the gate is up for us to test. Shouldn't be more than a couple weeks' difference anyway.

We better hope that gate does help, or else we're in a real pickle with colonization. Or hopefully Facility making a jump with yield some useful insights too.

I support this.

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