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Reliant Aerospace, as usual, is ready to advance perfectly workmanlike ship designs for the Navy's consideration. The Relentless fleet flagship, although primarily built for a space control role, is armed with four torpedo tubes intended to add to firepower against fixed defenses or mobile ships unlucky enough to be unable to evade its torpedo fire. Warden-class fleet escort frigate Reliant Aerospace spaceframe with re-engineered machinery spaces- 8 trillion credits, 725 tons free displacement Apocrypha Engineering Trinitite(tm) nanocomposite reinforced plating- 29 trillion credits Fountainhead Energy antimatter reactor and Reliant Aerospace drive systems- 4 trillion credits, 99 tons Logical Computing computer upgrade- 16 trillion credits Stollen Innovations magnetogravitic shield generator- 15 trillion credits, 115 tons Stollen Innovations high-resolution FTL sensor suite- 4 trillion credits, 60 tons 1 WSI P-13 heavy hyperspace phase cannon turret, dorsal mount- 60 trillion credits, 270 tons 4 WSI P-6 hyperspace phase cannon point defense arrays- 28 trillion credits, 163.2 tons Total- 164 trillion credits manufacture cost, 707.2 tons used Arbitrator-class light space control battleship Reliant Aerospace spaceframe with re-engineered machinery spaces- 46 trillion credits, 2857 tons free displacement Apocrypha Engineering Trinitite(tm) nanocomposite reinforced plating- 103 trillion credits Fountainhead Energy antimatter reactor and Reliant Aerospace drive systems- 10 trillion credits, 479.2 tons Logical Computing computer upgrade- 25 trillion credits Stollen Innovations magnetogravitic shield generator with upgraded gravitics- 49 trillion credits, 808.4 tons Stollen Innovations high-resolution FTL sensor suite- 10 trillion credits, 135 tons 3 WSI P-29 heavy autofire hyperspace phase cannon turrets, 2 dorsal, 1 ventral mount- 225 trillion credits, 1080 tons 8 WSI P-6 hyperspace phase cannon point defense arrays- 56 trillion credits, 326.4 tons Total- 524 trillion credits manufacture cost, 2829 tons used Relentless-class fleet flagship Reliant Aerospace spaceframe with re-engineered machinery spaces- 275 trillion credits, 16,679.3 tons free displacement Apocrypha Engineering Trinitite(tm) nanocomposite reinforced plating- 369 trillion credits Fountainhead Energy antimatter reactor and Reliant Aerospace drive systems- 24 trillion credits, 2319.1 tons Logical Computing computer upgrade- 39 trillion credits Ston Precision Computing structural analysis computer system- 146 trillion credits, 2929.7 tons Stollen Innovations magnetogravitic shield generator with upgraded gravitics- 139 trillion credits, 4018.2 tons Stollen Innovations high-resolution FTL sensor suite- 22 trillion credits, 303.8 tons 4 WSI AM-8 heavy antimatter 'shipkiller' torpedo tubes, forward-mounted- 120 trillion credits, 1200 tons 16 WSI P-29 heavy autofire hyperspace phase cannon turrets, 8 dorsal, 8 ventral mounts- 1.2 quadrillion credits, 5760 tons 3 WSI P-6 hyperspace phase cannon point defense arrays- 21 trillion credits, 122.4 tons Total- 2.334 quadrillion credits manufacture cost, 16,530.7 tons used nweismuller fucked around with this message at 04:58 on Oct 21, 2021 |
# ? Oct 20, 2021 21:05 |
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# ? Apr 27, 2024 22:25 |
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Voidstar Engineering, in response to the recently-announced Naval design contest, has submitted its own design for a fleet flagship, competing with designs submitted by Reliant and any other entrants. In contrast to Reliant's Relentless, which is a rather traditional battleship design, Voidstar's Overlord is an unconventional carrier design, hosting both repair drones and a complement of armed small craft. Overlord-class fleet carrier flagship Voidstar Engineering spaceframe with re-engineered machinery spaces- 275 trillion credits, 16,679.3 tons free displacement Foundation Metallurgical Nanoweave Plus nanocomposite reinforced plating- 369 trillion credits Fountainhead Energy antimatter reactor and Voidstar Engineering drive systems- 24 trillion credits, 2319.1 tons Logical Computing computer upgrade- 39 trillion credits Stollen Innovations magnetogravitic shield generator with upgraded gravitics- 139 trillion credits, 4018.2 tons Drone bay with Apocrypha Engineering repair drones- 204 trillion credits, 1048.6 tons Launch bays for 66 Voidstar Engineering heavy fighters- 1.32 quadrillion credits, 8800 tons 12 WSI P-6 hyperspace phase cannon point defense arrays- 84 trillion credits, 489.6 tons Total- 2.454 quadrillion credits, 16,675.5 tons used
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# ? Oct 21, 2021 03:02 |
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nweismuller posted:Voidstar Engineering, in response to the recently-announced Naval design contest, has submitted its own design for a fleet flagship, competing with designs submitted by Reliant and any other entrants. In contrast to Reliant's Relentless, which is a rather traditional battleship design, Voidstar's Overlord is an unconventional carrier design, hosting both repair drones and a complement of armed small craft. Bloody impressive. Ships loaded up with smaller ships that gang up and hit the enemy with their fisties. We should always have one of these on hand. I only wish we could load them up with Marines to send in even more adorable boatsies to help.
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# ? Oct 21, 2021 03:24 |
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Well, I would suggest a missile spewing deathship, but our missile technology seems pretty outdated, so nuts to that noise. So, since we're loaded up on Special Beamy poo poo, what I propose for the flagship is a tanky beamy deathmonster, on account of the fact that these things are expensive and we don't want to lose them, and all the beams mean that it can slap the poo poo out of any ships that come to mess with it. My version won't have torpedoes, however, because I feel that those are more specialized tools, and I'm aiming for our big beefy tanky anchors to be more generalist. So, with that in mind: Obviously, we start with the superheavy frame, because this beautiful beast is, if not necessarily our flagship, at least meant to be the anchor of any fleet it's in. The armor, drives, fire control, and shields are not things where we have a choice, so let's skip doing the step by step math and say "8,462.7 space open." For specials, we're once again going with the re-engineered machinery on account of "these things take a lot of CP, we gotta make those count." Short range sensors and a structural analyzer are obvious inclusions for a cannon focused enemy fucker, and better armor and shields are also obvious inclusions for an expensive tanky beast. After doing the math on the guns I realized I had enough mass free for ECM, so I went back and included it. code:
Nine of the heavy autofire continuous shield overloading forward-firing phasors in three banks of three should provide plenty of long-range firepower to break most ships before they are able to get close. Anything that lives long enough to get close is probably doing so because it's fast or part of a swarm, so the secondary weapon would be twelve 360 autofire phasors installed in three banks of four. I'd make them anti-armor too but I didn't see the "autofire armor-piercing" combo listed so screw it, this will probably be fine anyway, especially because it's not like I expect anybody to really be a technological match for us outside the Antarans. There's only a little space left, so that's three PD phasors, because I don't think missiles or fighters will be a terribly significant threat. code:
Now, while I did take the torpedoes off the big ship, they absolutely have a place, but like I said, they are specialist tools. So why not build some specialist ships? To that end, I am thinking light battleship, since that ought to be big enough to carry enough torpedoes to be worthwhile, while still being small and cheap enough that you can just crank out two or three to attach to invasion fleets to flatten static defenses and then have them skedaddle (or, if they fail to skedaddle in time, their loss is not a crushing blow). As before, I'm skipping the math on all the stuff that's mandatory and just cutting to 1,412 to work with. Obviously the re-engineered machinery is in, because the torpedoes are bulky, and we're installing better armor because it doesn't take any space and helping these things not die horribly is pretty nice. If I had specs on the microjump system I'd consider its inclusion, primarily for reasons of "okay it killed all the poo poo it's remotely competent at killing, jump it behind friends," but I don't want to delay submitting this thing so screw it, I'm sure it'll be fine. For weapons, as this is a highly specialized ship that's meant to serve one purpose, I propose that the armament consists solely of nine heavy forward torpedoes, mounted in four pairs plus a single remainder. I did consider employing shipkillers, but I do not know the technological capabilities of our enemies, so I don't know if they're even going to be fielding any big heavy ships, which are really the only things that make shipkiller torpedoes worthwhile: you don't need agility to blast a fixed fortification, and anything that's not a big heavy fatass of a ship is not going to be hit by a torpedo anyway. To that end, if no appropriate targets are present, the proper tactic is "bug out." Which is why it'd be one or two of these attached to relevant fleets, and not a major part of naval doctrine. If they are going to be fielding enough big ships that our little torpy boy has things to blast, then change the weapon loadout to "six heavy shipkillers in three pairs, fill the rest of the space with PD phasors." Or in other words... code:
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# ? Oct 21, 2021 04:23 |
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Any suggestions, MechaCrash, for the fleet escort frigate and line light battleship updates, or you staying out of those categories?
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# ? Oct 21, 2021 04:28 |
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Nah, I'd just be replicating what you're doing for the light line battleship, with the possible difference of "replace the trio of 360 heavy turrets with paired forwards and use the space this frees up for 360 autofires," which isn't really worth doing a whole design thing for. I haven't mathed it out, although I should, but my gut feeling is that my style of having some forward heavies and 360 normals means that it has higher peak firepower, but yours going all-in with 360 heavy turrets means that all of its firepower is always available. Although I will point out that broadside turrets have a very wide field of fire, so the only blind spots in the front and back are actually surprisingly narrow. I'll still pay the premium on 360s, though, and there's no downside to splitting the guns up among as many weapon slots as you can. I have commented before on the relative value of firing arcs in nuMOO versus MOO2, but man, you will seriously get burned if you don't have any 360 weapons, or are really good with formations so ships can cover each other's blind spots.
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# ? Oct 21, 2021 04:43 |
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OK, the Hammer and Anvil are officially entered into the contest. I'll wait a little more to see if there's more proposals before opening contest voting. Currently, for proposals, we're looking at... Fleet escort frigate- Warden-class by Reliant Aerospace, will be approved if there's no competition. Line battleship- Arbitrator-class by Reliant Aerospace, will be approved if there's no competition. Fleet flagship- Relentless-class by Reliant Aerospace, a mixture of heavy phase cannon turrets for full coverage and some forward shipkiller torpedo tubes. Overlord-class by Voidstar Engineering, oh my gods, the bees! I mean, lots and lots of fighters. Anvil-class by some designer (any proposals for who that designer is, MechaCrash?), front towards enemy for phase cannon firepower Specialist design- Hammer-class, light battleship carrying torpedoes to disassemble orbital defenses, will need special approval by vote. nweismuller fucked around with this message at 05:38 on Oct 21, 2021 |
# ? Oct 21, 2021 04:56 |
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nweismuller posted:Voidstar Engineering, in response to the recently-announced Naval design contest, has submitted its own design for a fleet flagship, competing with designs submitted by Reliant and any other entrants. In contrast to Reliant's Relentless, which is a rather traditional battleship design, Voidstar's Overlord is an unconventional carrier design, hosting both repair drones and a complement of armed small craft. Voting for swarm ship
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# ? Oct 21, 2021 21:50 |
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I have rolled ideas around and come up with nothing for the name of the designer on the Hammer and Anvil, so nah, you can come up with something for 'em yourself if you want.
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# ? Oct 21, 2021 22:45 |
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MechaCrash posted:I have rolled ideas around and come up with nothing for the name of the designer on the Hammer and Anvil, so nah, you can come up with something for 'em yourself if you want. So, with your approval, I propose that your ship designs are submitted by Skyforge Shipyards from here on out.
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# ? Oct 21, 2021 23:54 |
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Look on the bright side, we don't have Mikhailovich Interplanetary submitting designs this LP...
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# ? Oct 22, 2021 04:06 |
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Sure, Skyforge works, especially since the things are named Hammer and Anvil. Which isn't 100% right, because the Anvil can work just fine on its own, but a Hammer without support is super boned, but eh we work with what we got.
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# ? Oct 22, 2021 05:05 |
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OK, Apocrypha Engineering's person has told me he's feeling ill and won't be submitting anything for this contest. To that end, I am opening contest voting! Fleet Flagship Choose between Reliant Aerospace's Relentless, Voidstar Engineering's Overlord, and Skyforge Shipyards' Anvil. Hammer-class Space Bombardment Ship Please vote yea or nay on approving the Hammer-class ship by Skyforge Shipyards, with a special production run of one ship added to our previously-decided fleet expansion plans. Reliant Aerospace's Warden and Arbitrator classes will be approved with no contest, as no competing design was submitted for their categories. If your name isn't Victis, I don't have any votes registered for you yet, so please vote if you want your decision heard. (If your name is Victis, you were very clear about wanting the Overlord, but could still vote on the Hammer if you wish.) nweismuller fucked around with this message at 01:26 on Oct 23, 2021 |
# ? Oct 23, 2021 01:23 |
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MechaCrash posted:I haven't mathed it out, although I should, but my gut feeling is that my style of having some forward heavies and 360 normals means that it has higher peak firepower, but yours going all-in with 360 heavy turrets means that all of its firepower is always available. I just did the math (at least roughly) myself, and the breakdown is that at long range or to the sides and rear, the Relentless has more firepower; at close range to the front the Anvil has a significant advantage. It gets a little muddy with the interaction with shields and the lower damage of the lighter guns, but assuming away shields and assuming torpedoes never hit, the Anvil has approximately 19 or 20 guns worth of firepower at shorter ranges in the front arc compared to the Relentless' 16, and about 13 guns of firepower at long range compared to the same 16. nweismuller fucked around with this message at 02:17 on Oct 23, 2021 |
# ? Oct 23, 2021 01:41 |
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+1 for the Relentless and +1 for the Anvil.
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# ? Oct 23, 2021 01:57 |
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+1 Relentless but why not build a smaller sized hull, a CVE? If we have a technology edge now, why not experiment a bit with doctrine. A test flotilla of smaller ships functioning jointly as a larger platform, if the economy permits?
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# ? Oct 23, 2021 05:48 |
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Had I known the math would shake out that way, I probably would've shuffled things around for sixteen maximum radical front phasor banks, which would leave room for only six 360 autofire "help they're all up in my business" guns and five PD guns, which I'd split up into a 4x4 frontal array, 2x3 360 array, and of course the five PD guns all go in the one slot. The "front towards enemy" nature of the Anvil would be very apparent and it would rely heavily on its escort ships just in case enough stuff got to the side that the six defense guns couldn't get the job done, but oh well, the design's submitted and next time I will use the same number of big guns you do. I will, of course, vote for the Anvil because what's a military-industrial complex without a little self-enriching grift? And yes on Hammer because something needs to deliver massive instant firepower while they're distracted shooting at the tank.
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# ? Oct 23, 2021 06:32 |
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Xlorp posted:+1 Relentless Our main issue is our planned fleet expansion is already straining our command points to their limit and beyond. We're at three of five planned fleets with three light battleships, three escort frigates, and a flagship per, and this is going to hammer our CP hard- I think we'll actually need to finish up more naval bases to support them, even with better comms. Adding on an experimental carrier force on top of that will be pretty crazy. E: That said, if somebody wants to submit a lighter carrier design or asks me to design one, I can do that and open voting on it... nweismuller fucked around with this message at 06:48 on Oct 23, 2021 |
# ? Oct 23, 2021 06:41 |
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Hammer and Anvil
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# ? Oct 23, 2021 10:51 |
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Voting for Relentless and Nay
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# ? Oct 23, 2021 10:55 |
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Hammer and Anvil
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# ? Oct 23, 2021 16:50 |
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+1 Overlord
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# ? Oct 23, 2021 20:21 |
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+1 Overlord
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# ? Oct 23, 2021 23:56 |
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We appear to have a three-way tie going on the design contest. I'll wait for a tiebreaker, or break the tie myself if one doesn't come within a day or so. Following that I'll probably finish playing through the update later in the week.
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# ? Oct 24, 2021 07:51 |
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On the topic of submitting designs, what's a good way to gnoodle up blueprints? How to ensure matching tech options correctly so we're not proposing infeasible options? Secondly, can the colony on the Antaran flight path build civilian transports and break orbit right before the attack turn? If our defenses won't withstand the bombardment, we can put some on life rafts and then begin rebuilding immediately afterwards.
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# ? Oct 24, 2021 18:33 |
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Xlorp posted:On the topic of submitting designs, what's a good way to gnoodle up blueprints? How to ensure matching tech options correctly so we're not proposing infeasible options? Can you clarify your first question? I listed out most of the options we have in the contest post, so I'm not entirely sure what you're asking.
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# ? Oct 24, 2021 20:33 |
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nweismuller posted:Can you clarify your first question? I listed out most of the options we have in the contest post, so I'm not entirely sure what you're asking. If we wanted to try blueprinting ships to suggest here. I thought it would be opening a save file from a game with completely researched tech tree, then limiting my options to the tech profile we have here in this playthrough. Or am I massively overthinking and it's easier to do it another way?
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# ? Oct 24, 2021 20:53 |
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Xlorp posted:If we wanted to try blueprinting ships to suggest here. I thought it would be opening a save file from a game with completely researched tech tree, then limiting my options to the tech profile we have here in this playthrough. Doing that, you'll have extra miniaturisation beyond what we currently have (and possibly Megafluxers). You could either manually do the math with the displacement and cost numbers I've given, or you could ask me to prototype a design based on your specifications if you'd rather not do the math manually.
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# ? Oct 24, 2021 21:20 |
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I'm pants on head when it comes to game ship design. I'd see how many Heavy Fighter Bays could be stuffed into a Cruiser on the Overlord pattern if we strip all other active force projection systems. They're useless operating independently and try to act like hidden airstrips in the protective shadow of the main fleet. Circus-class Cruiser hull in squadron service Voidstar Engineering spaceframe with re-engineered machinery spaces- Foundation Metallurgical Nanoweave Plus nanocomposite reinforced plating Fountainhead Energy antimatter reactor and Voidstar Engineering drive systems Stollen Innovations magnetogravitic shield generator Launch bays for xx? Voidstar Engineering heavy fighters
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# ? Oct 25, 2021 05:24 |
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Xlorp posted:I'm pants on head when it comes to game ship design. I'd see how many Heavy Fighter Bays could be stuffed into a Cruiser on the Overlord pattern if we strip all other active force projection systems. They're useless operating independently and try to act like hidden airstrips in the protective shadow of the main fleet. OK, let's take a look here. I'm going to assume you mean a 'cruiser' as the game uses it (or a 'light battleship' as I've been calling it), rather than a 'cruiser' as I've been calling it (or, as the game calls it, a 'destroyer'). Given 'cruisers' are our primary line ships, they are effectively 'battleships' in our usage doctrine as things stand. A light battleship would be a significantly better carrier platform, all things considered. Voidstar Engineering spaceframe with re-engineered machinery spaces- 46 trillion credits, 2857 tons free displacement Foundation Metallurgical Nanoweave Plus nanocomposite reinforced plating- 103 trillion credits Fountainhead Energy antimatter reactor and Voidstar Engineering drive systems- 10 trillion credits, 479.2 tons Stollen Innovations magnetogravitic shield generator- 33 trillion credits manufacture cost, 608.4 tons - 1087.6 Launch bays for 12 Voidstar Engineering heavy fighters- 240 trillion credits manufacture cost, 1600 tons Subtotal- 432 trillion credits manufacture cost, 2687.6 tons used That leaves 169.4 tons to work with, which can fit... something useful. My suggestion would be to add the following: Logical Computing computer upgrade- 25 trillion credits manufacture cost 4 WSI P-6 hyperspace phase cannon point defense arrays- 28 trillion credits manufacture cost, 163.2 tons for the following total- Total- 485 trillion credits manufacture cost, 2850.8 tons used for the Voidstar Engineering Circus-class light carrier. I mean, I suppose you could leave off the point defense, but overlapping point defense helps keep our fleets safe. Or were you wanting an even lighter carrier? Final approval of the design is in your court. E: Or were you even meaning it to be a Voidstar design? A carrier design would certainly fit for Voidstar, but if you'd rather have it be another designer with different parts contracting... nweismuller fucked around with this message at 06:21 on Oct 25, 2021 |
# ? Oct 25, 2021 06:00 |
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That looks pretty credible as a fleet support element. Three as squadron could carry 36 Heavy Fighters, which is a flexible nuisance factor. Off the shelf components and designs testing out new doctrine. Cows with call signs. This is Mu Leader, and we're looking to jump over every moon in the whole darned galaxy.
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# ? Oct 25, 2021 08:47 |
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Officially putting up the Voidstar Engineering Circus-class light carrier up for vote, with a prototype run of one ship to be produced if it's approved, and extending other design votes to later in the week.
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# ? Oct 25, 2021 08:54 |
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Another question: With a good chunk of money invested into Irguk, we could afford to set up a planetary radiation shield there. Whether that would save the world is... an open question, but it just might. Do you think we should invest a big pile of money into the shield in a last-ditch effort that may or make not work to save our recently-conquered Sakkra?
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# ? Oct 26, 2021 03:28 |
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That question hinges, in large part, on exactly what's coming to gently caress up our poo poo. But the answer in any case if leave the poor fuckers to twist in the wind, because you've gotten a planet up and running from worse, and the entire thing for the Sakkra is "very fast population growth." Focus on that and you'll replace whatever losses the planet has hella quick! Unless the Antarans kill everybody, in which case oops, better ship in a few Sakkra from a fresh planet (or bring in some Gnolams from somewhere overpopulated). Also yes on the Circus getting a single ship built for trial purposes.
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# ? Oct 26, 2021 03:54 |
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MechaCrash posted:That question hinges, in large part, on exactly what's coming to gently caress up our poo poo. I can't check my save right now, but I seem to recall it's two frigates, two destroyers, and a battleship.
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# ? Oct 26, 2021 06:05 |
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Wouldn't want to kill our reserves fast-building a shield before the Antaran knock knock joke comes around. If we can manage not to spend a ton of space bux while they whomp a colony of lesser strategic import, then that's efficiency. The circus is in town. Let's buy a ticket.
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# ? Oct 26, 2021 08:07 |
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nweismuller posted:Another question: Yes, get the shield up.
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# ? Oct 26, 2021 14:50 |
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Oh, also worth noting that the colony has two population units and a crap environment that can't support agriculture, so fast population growth or no, if the shield can't save the colony, I'm pretty damned certain the colony will be utterly wiped out by the Antaran attack.
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# ? Oct 26, 2021 20:29 |
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Build a civil transport and save half the population?
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# ? Oct 27, 2021 04:08 |
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# ? Apr 27, 2024 22:25 |
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Nian Bortis, to the Assembly posted:To the Sakkra of Irguk, we have not come as liberators, regardless of our intent. Colonists who previously lived in what peace they might achieve have been plunged into the horror of global war and of occuption. It is our hope that in time we might show them the benefits of our great League, but, for now, they rightly view us as little but enemies. At best, from what they see, we may be like their own petty lords who squabble and murder to grasp what power they may- at worst, we are alien and foreign, outsiders come to bend our will upon them against all that they may choose. Nian Bortis (and such members of the Assembly that tend to be swayed by his symbolic leadership) votes in favor of a crash development of a shield for Irguk.
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# ? Oct 28, 2021 02:23 |