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nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

POOL IS CLOSED posted:

I'd like to see more efforts to get closer to the Psilon Quanta.

It appears that we could get a mutual open borders treaty with the FPQ, if we offered them Space Academy as an incentive. Whether that's worth it is an open question, especially, before we get border posts up in the Core, but it's possible. For the Mrrshan, it appears we could do similar but only have to offer Fusion Bomb. Either way could get us eventual Alkari contact, although through the Mrrshan would require a push through Klackon territory.

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POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
Hmm. I'm uneasy about gifting them the Academy. Can we get a sense of how close the Psilons may be to gaining it on their own? Busting through Klackon space is an unappetizing prospect at this juncture.

Rick_Hunter
Jan 5, 2004

My guys are still fighting the hard fight!
(weapons, shields and drones are still online!)
My main worry about letting the Mrrshan expand coreward is that evenn though they're our allies and we'd probably support them in a war against the arachnid menace they're fairly territorial at moment so as soon as they colonize anything on the coreward paths they've cut our expansion off.

Rick_Hunter fucked around with this message at 02:26 on Jun 22, 2017

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Give them the Academy, touch the Alkari range, then focus on blocking off the rest of the core while they sort out their war.

Siegkrow
Oct 11, 2013

Arguing about Lore for 5 years and counting



I'd like to see examples of interspecies friendships and individually developed yet similar hobbies, for example, saythat the bulrathi and humans both individually developed a game like soccer FÚTBOL

MechaCrash
Jan 1, 2013

For trade financing, I say borrow the money. Others have benefitted from our generous loan program, isn't it time someone float us a little cash?

For Porov migration, do it. I can't really dress this up in ways that don't sound vaguely racist, but I think you do get a penalty if you try having more than one species on a planet. I think you can offset those with the right building (or you could in MOO2), but then you're paying upkeep on a building. It's just not worth it.

For the less developed world, I would say agriculture first, industry second, research third, at least up to a point. When it'll take more than eight turns to get a new population unit (a number I pulled out of my rear end), swap to industry, agriculture, research. More people means more production, more production means faster development, faster development means the world stops being one of the turdy little backwater planets sooner, which in turn means it can contribute more to money and science.

For the highly developed worlds, universities. You're making plenty of money right now, but more science can lead to more money, in addition to all the other fun things it gets you.

For New Babylon and Niflheim, yes on security, because loving Darloks.

For Udun, gently caress it. Holding it might be more than you're willing to invest at this point, so strip that place down to nothing and just leave some soldiers to make sure that if the Darloks want it back, they have to bleed for it. Or they can just bomb the poo poo out of it. Like you said, either way, it hurts the Darloks.

For Bulra shipbuilding, wait for the elevator. I figure you can hold the line until such time as you get all this crap online, and then you can stomp on the Darloks.

For space fleet deployment, hold off until repairs and refits are done. This is too close to an even fight. You can fend them off while you upgrade to make it a curbstomp.

For design contests, I say no new designs. Just put more/better guns and armor on what we have and call it a day.

For foreign policy, I will continue as I always have: Nazin delenda est, be bros with everyone else, even the Klackons. Although the time may come when irreconcilable differences force us into a war with them.

I do like reading the updates, but I haven't said much on that front because I don't have much insightful to say beyond "you make the good words :downs:" but here it is anyway.

wedgekree
Feb 20, 2013
Unfortunately I will agree with the vote to remove the remainder of the space fleet from occupied Darlok territory. We're going to just lose more ships against frigates, our main fleet has been brutalized and isin little shape for further engagement. I vote for getting them to the first port we have along the border that has appropriate facilities for quick repair and refit. For now, we should be defensive until we can reinforce and block off Darlok advances into our own space. Our occupation force should be given orders to hold out for as long as possible and fight by the civilized rules of warfare, but under the understanding that reinforcement will not be coming anytime soon.

If ever.

Witha full scale shooting war with the Darloks on we should ready ourselves for a long war, and increase counterintelligence correspondingly. Any intelligence assets we have in Darlok space should be given instructions to go to hdie until we can make use of them and not risk exposure as we try and prevent Darlok iniltration of our own society, given the casualties from cross border infiltrators during the Bulrathi war.

We won't be going on the offensive anytime soon. We have to build up our fleet and ready to fight off attacks and hope the Meklars can pick up the slack.

Teledahn
May 14, 2009

What is that bear doing there?


nweismuller posted:

Proposals for the People of the Free Republic

Research Proposals: Industrial technologies.

Trade Financing: Voting Yes to trade with both the Psilon and Meklar.

Porov Migration: Discourage this trend.

Economic Development- Less-Developed Worlds Prioritise Heavy Industry and Agriculture.

Economic Development- Highly-Developed Worlds: Prioritise Universities, but not exclusively.

Local Governmental Initiatives- New Babylon and Niflheim: Abstain.

Udun Administration: Trade goods and minor dismantling.

Bulra Shipbuilding: Construct the space elevator.

Space Fleet Deployment: I leave this decision to the admirals and expert systems of the Space Fleet.

Space Fleet Ship Design: Abstain.

Foreign Affairs: Support the Mrrshan and Meklars. Maintain friendly relations with the Psilons, with support to be considered. Continue to prosecute direct diplomacy with the Darloks, with no concessions and using whatever forceful expressions necessary. Attempt to contact the Alkari if feasible without undue expense.

Teledahn fucked around with this message at 17:46 on Jun 24, 2017

my dad
Oct 17, 2012

this shall be humorous
Fleet design: Design

Rick_Hunter
Jan 5, 2004

My guys are still fighting the hard fight!
(weapons, shields and drones are still online!)
Gameplay question: Why is manufacturing so held back in this 4x game?

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Rick_Hunter posted:

Gameplay question: Why is manufacturing so held back in this 4x game?

What do you mean, precisely?

Rick_Hunter
Jan 5, 2004

My guys are still fighting the hard fight!
(weapons, shields and drones are still online!)

nweismuller posted:

What do you mean, precisely?

The fact that you can't have more than 3 people in production on most of your planets unless you want to increase pollution since the beginning of the game.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Rick_Hunter posted:

The fact that you can't have more than 3 people in production on most of your planets unless you want to increase pollution since the beginning of the game.

Well, to be fair, the actual output of those three population units has gone up with technology- but pollution mechanics as a diminishing returns mechanic for industry was a thing in both Master of Orion 1 and Master of Orion 2, although the implementation for both of those was different. The nuMoO implementation strongly incentivises a certain level of pollution as sustainable given current technology and infrastructure, which is, perhaps, less satisfying than the straight diminishing returns of MoO2, where you just sequestered part of your production to clean up waste as it occurred.

wedgekree
Feb 20, 2013
Oneof the things I liked initially that I think htey phased out in NuMoo was you could directly assign folks to clearing pollution as an emergency method of when the planet got too polluted. I think that was removed a few updates ago. But, I think hte mechanic works as it limits how much you can just make super productoin planets to pump out things endlessly without making your planet an ecological wasteland which hurts things and production quite badly. So as a game balance thing I can see why it went and it incentivizes making pollution control structures and research rather than just presuming some of your industry each turn is used toclean it up.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
In the mid 2660s, the High Queendom of the Mrrshan approached the Solarian Free Republic with a formal request for the Free Republic to join the Mrrshan war against the Klackons, offering 277 trillion credits as an incentive for the declaration. Although this was unlikely to lead to any fighting in the immediate future, as Free Republic military travel in the High Queendom was still not permitted and the High Queendom controlled the avenues of approach, nonetheless this would mark an irreversible change in diplomatic affairs with the strange hive society of the Klackons. Please vote on this, and quickly- I literally have nuMoO running in the background, unable to save while I am considering this offer.

The Deleter
May 22, 2010
Nay. We're wrapped up in our own issue with the Darlok and our fleet is not sufficient to take on a war on two fronts, even with the economic incentive the Mrrshan offer.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

The Deleter posted:

Nay. We're wrapped up in our own issue with the Darlok and our fleet is not sufficient to take on a war on two fronts, even with the economic incentive the Mrrshan offer.

That is a legitimate vote, but I remind you that current conditions make it unlikely we can treat the Klackons as a meaningful 'front' for the time being. For the moment, this would simply signify a firm and at least semi-permanent diplomatic break with the Klackons, until either a real alliance is concluded with the High Queendom or the High Queendom is overrun.

Aerdan
Apr 14, 2012

Not Dennis NEDry
Nay; if they still won't permit us safe passage through their space, they must not want our help as badly as their offer of credits wants us to think they do.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Very well, offer rejected. I'll look into writing up needed information for a design contest after I get some sleep.

MechaCrash
Jan 1, 2013

The vote already passed, but I'm going to say nay on it anyway. If relations are going to break down with our bug bros, it's going to be because of differences that we simply cannot surmount to exist peacefully, not because their enemies paid us to. :colbert:

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
2666 Space Fleet Design Contest

The ongoing march of technology has slowly allowed for improvements in Space Fleet's current designs. There are several levels of priority for the current design contest. First and foremost, replacements for the current Rifleman frigate escorts and Peacemaker battleships would allow for immediate improvements in Space Fleet's combat power on the Darlok front. An update of current scout/anti-piracy frigate designs from the Hornigold class and a new bombardment cruiser design to replace the Thunderbolt follows this in priority. Finally, consideration of a new super-heavy battleship as a fleet flagship, and either a new cruiser or battleship-sized design to supplement fleet strategic roles, is open for consideration, but these are optional designs for the contest.

Hulls, Drives, and Armor

The hull, drive, and armor for a frigate cost 38 trillion credits to manufacture and have 551 tons of free displacement for mission equipment, with up to three separate weapons systems and three special systems available for fitting. Hull, drive, and armor for a cruiser cost 76 trillion credits to manufacture and have 822 tons of free displacement for mission equipment, with up to four separate weapons systems and four special systems available for fitting. The hull, drive, and armor for a battleship cost 146 trillion credits to manufacture and have 2020.8 tons of free displacement for mission equipment, with up to five separate weapons systems and five special systems available for fitting. Finally, the hull, drive, and armor for a superheavy battleship cost 304 trillion credits to manufacture and have 4445.8 tons of free displacement for mission equipment, with up to six separate weapons systems and six special systems available for fitting.

All cost and mission space estimates incorporate modern antimatter reactors, high-output drives with approximately three times the FTL speed of the first generation of FTL drives, and a layer of neutronium armor.

Targeting Computers

Installing a full modern optronic fire control suite and computer would cost 16 trillion credits for a frigate, 20 trillion credits for a cruiser, 26 trillion credits for a battleship, and 34 trillion credits for a superheavy battleship, and would result in significantly improved accuracy for direct-fire weapons (+50). Installing a smaller fire control module in general ship operations computers would be less effective (+25), but only cost 12 trillion credits for a frigate, 14 trillion credits for a cruiser, 18 trillion credits for a battleship, and 24 trillion credits for a superheavy battleship. Either would be more accurate than only relying on manual local fire control for weapons emplacements.

Shields

Shield systems available are either old-fashioned magnetic shields or magneto-gravitic shields. Magneto-gravitic shields offer greater protective value, at a greater cost and power draw, although scaling efficiencies in larger vessels mean that they can mount magneto-gravitic shields with less displacement than magnetic shields.

Magnetic shields: 12 TC, 100 tons for frigate, 18 TC, 250 tons for cruiser, 26 TC, 625 tons for battleship, 40 TC, 1562.5 tons for superheavy battleship. Incoming damage reduced by 1, overall shield integrity at base level.
Magneto-gravitic shields: 20 TC, 108 tons for frigate, 30 TC, 259.2 tons for cruiser, 46 TC, 622.1 tons for battleship, 70 TC, 1493 tons for superheavy battleship. Incoming damage reduced by 4, overall shield integrity 40% increased from base level.

Special Systems

Augmented Engines: 20 TC, 125 tons for frigate, 50 TC, 312.5 tons for cruiser, 124 TC, 781.3 tons for battleship, 312 TC, 1953.1 tons for superheavy battleship. Greater strategic mobility, greater ability to evade hostile direct fire, and the capacity for bursts of increased speed in combat due to reworked and expanded drive systems.
ECM Jammer: 24 TC, 150 tons for frigate, 36 TC, 225 tons for cruiser, 54 TC, 337.5 tons for battleship, 80 TC, 506.3 tons for superheavy battleship. Baffles hostile missile guidance through broadcasting jamming signals, thwarting 25% of incoming missile fire.
Displacement Device: 12 TC, 46 tons for frigate, 36 TC, 105.8 tons for cruiser, 108 TC, 243.3 tons for battleship, 324 TC, 559.7 tons for superheavy battleship. Periodic short-range teleportation; regarded by Defense Department planners as largely useless.
Automated Repair Unit: 20 TC, 160 tons for frigate, 44 TC, 256 tons for cruiser, 92 TC, 409.6 tons for battleship, 194 TC, 655.4 tons for superheavy battleship. Allows periodic dispatch of repair drones from a drone bay to engage in emergency minor hull repairs on friendly ships; also allows 10% repair of damage every year even without support facilities.
Battle Scanner: 8 TC, 60 tons for frigate, 12 TC, 90 tons for cruiser, 20 TC, 135 tons for battleship, 30 TC, 202.5 tons for superheavy battleship. High-sensitivity scanners and data processing sections improve both sensor range and targeting accuracy (by 30%).
Battle Pods: 10 TC, +75 tons for frigate, 24 TC, +121.9 tons for cruiser, 62 TC, +357 tons for battleship, 156 TC, +906.1 tons for superheavy battleship. Re-engineered machinery, life support systems, and automation help reclaim usable displacement for mission equipment.
Heavy Armor: 26 TC for frigate, 46 TC for cruiser, 68 TC for battleship, 132 TC for superheavy battleship. Improved high-grade armor alloys further increase the ship's ability to shrug off damage from light weapons hits.
Structural Analyser: 6 TC, 75 tons for frigate, 18 TC, 187.5 tons for cruiser, 46 TC, 468.8 tons for battleship, 116 TC, 1171.9 tons for superheavy battleship. Secondary targeting computer arrays tracking damage and flaws in opposing ships in realtime, increasing hull damage by directfire weapons by 30%.
Dauntless Guidance System: 8 TC, 44 tons for frigate, 20 TC, 96.8 tons for cruiser, 52 TC, 213 tons for battleship, 132 TC, 468.5 tons for superheavy battleship. Missile control computer with secure encrypted links to missiles in ship magazines; missiles that lose target lock will query Dauntless computer for a new target, thereby increasing the efficiency of large missile volleys.

Weapons

Mass Drivers

The workhorse weapons of Space Fleet for many years, mass drivers are still a viable weapon system for modern combat. Recent refinements in design may extend their service life, and their ability to punch through shields without resistance and their undiminished destructive potential at all ranges makes them reliable weapons, superb for long-range engagements. Experimental 'penetrator' designs with re-engineered slug projectiles and improved launch velocities may be more effective against modern armor designs, although the net benefit of such refinements remains somewhat unclear.

The documentation of how armor penetration interacts with armor resilience is basically non-existent, so although I know the added armor penentration designs will do better, somehow, what exactly the effect is remains obscure, so I couldn't tell you how much it's worth it.

Point-Defense Mass Driver Mount: 8 TC, 27.2 tons. 6 damage, 3 seconds between shots, 10 range, 25% accuracy bonus. Automatically engages missiles in range, 360 degree arc of fire.
Standard Mass Driver: 16 TC, 80 tons front or rear mount, 24 TC, 100 tons sides mount, 32 TC, 120 tons dorsal or ventral full-rotation turret. 12 damage, 4 seconds between shots, 50 range.
Heavy Mass Driver: 32 TC, 120 tons front or rear mount, 48 TC, 150 tons sides mount, 64 TC, 180 tons dorsal or ventral full-rotation turret. 24 damage, 5 seconds between shots, 75 range.
Autofire Mass Driver: 24 TC, 120 tons front or rear mount, 34 TC, 150 tons sides mount, 48 TC, 180 tons dorsal or ventral full-rotation turret. 12 damage, 2 seconds between shots, 50 range, -20% accuracy penalty.
Heavy Autofire Mass Driver: 40 TC, 160 tons front or rear mount, 58 TC, 200 tons sides mount, 80 TC, 240 tons dorsal or ventral full-rotation turret. 24 damage, 2.5 seconds between shots, 75 range, -20% accuracy penalty.
'Penetrator' Mass Driver: 24 TC, 120 tons front or rear mount, 34 TC, 150 tons sides mount, 48 TC, 180 tons dorsal or ventral full-rotation turret. 12 damage, 4 seconds between shots, 50 range, enhanced performance against armor.
Heavy 'Penetrator' Mass Driver: 40 TC, 160 tons front or rear mount, 58 TC, 200 tons sides mount, 80 TC, 240 tons dorsal or ventral full-rotation turret. 24 damage, 2.5 seconds between shots, 75 range, -20% accuracy penalty, enhanced performance against armor.
Autofire 'Penetrator' Mass Driver: 32 TC, 160 tons front or rear mount, 48 TC, 200 tons sides mount, 64 TC, 240 tons dorsal or ventral full-rotation turret. 12 damage, 2 seconds between shots, 50 range, -20% accuracy penalty, enhanced performance against armor.
Heavy Autofire 'Penetrator' Mass Driver: 48 TC, 200 tons front or rear mount, 68 TC, 250 tons sides mount, 96 TC, 300 tons dorsal or ventral full-rotation turret. 24 damage, 2.5 seconds between shots, 75 range, -20% accuracy penalty, enhanced performance against armor.

Graviton Cannon

Graviton cannon fire bursts of intense gravitic force to crush and shred their targets. They inflict heavy damage at shorter ranges, but drop off greatly in damage at longer range and lack the ability to bypass shields as heavier projectiles can. They also are unable to be effectively miniaturised for point defense usage. Wide-focus modifications can increase the cross-sectional area of their beam, increasing the power expenditure for shields to compensate for incoming fire.

Standard Graviton Cannon: 16 TC, 90 tons front or rear mount, 26 TC, 112.5 tons sides mount, 34 TC, 135 tons dorsal or ventral full-rotation turret. 25 damage, 5 seconds between shots, 50 range.
Heavy Graviton Cannon: 34 TC, 135 tons front or rear mount, 52 TC, 168.8 tons sides mount, 70 TC, 202.5 tons dorsal or ventral full-rotation turret. 50 damage, 6.25 seconds between shots, 75 range.
Autofire Graviton Cannon: 26 TC, 135 tons front or rear mount, 38 TC, 168.8 tons sides mount, 52 TC, 202.5 tons dorsal or ventral full-rotation turret. 25 damage, 2.5 seconds between shots, 50 range, -20% accuracy penalty.
Heavy Autofire Graviton Cannon: 44 TC, 180 tons front or rear mount, 66 TC, 225 tons sides mount, 88 TC, 270 tons dorsal or ventral full-rotation turret. 50 damage, 3.13 seconds between shots, 75 range, -20% accuracy penalty.
Wide-Focus Graviton Cannon: 20 TC, 112.5 tons front or rear mount, 32 TC, 140.6 tons sides mount, 44 TC, 168.8 tons dorsal or ventral full-rotation turret. 25 damage, 5 seconds between shots, 50 range, 50% additional damage to shields.
Heavy Wide-Focus Graviton Cannon: 38 TC, 157.5 tons front or rear mount, 58 TC, 196.9 tons sides mount, 80 TC, 236.3 tons dorsal or ventral full-rotation turret. 50 damage, 6.25 seconds between shots, 75 range, 50% additional damage to shields.
Autofire Wide-Focus Graviton Cannon: 30 TC, 157.5 tons front or rear mount, 44 TC, 196.9 tons sides mount, 62 TC, 236.3 tons dorsal or ventral full-rotation turret. 25 damage, 2.5 seconds between shots, 50 range, -20% accuracy penalty, 50% additional damage to shields.
Heavy Autofire Wide-Focus Graviton Cannon: 48 TC, 202.5 tons front or rear mount, 70 TC, 253.1 tons sides mount, 98 TC, 303.8 tons dorsal or ventral full-rotation turret. 50 damage, 3.13 seconds between shots, 75 range, -20% accuracy penalty, 50% additional damage to shields.

Hyperspace Phase Cannon

The hyperspace phase cannon opens a small hyperspace breach at its point of impact, unleashing a massive surge of gravitation and radiation from the hyperspace dimension. Although a very powerful weapon, current designs are fairly crude, and the only major variant currently available is a minaturised point defense variant. Like the more mature graviton cannon, the hyperspace phase cannon suffers significant power dropoff at longer ranges.

Point Defense Phase Cannon: 14 TC, 40.8 tons. 17 damage, 3 seconds between shots, 10 range, 25% accuracy bonus. Automatically engages missiles in range, 360 degree arc of fire.
Standard Phase Cannon: 30 TC, 120 tons front or rear mount, 44 TC, 150 tons sides mount, 60 TC, 180 tons dorsal or ventral full-rotation turret. 35 damage, 4 seconds between shots, 50 range.

Torpedoes

Fusion torpedoes are heavy unguided warheads primarily useful for assault of fortifications. Limited guidance systems and manuevering systems can be installed, but the requirement for the warhead to remain below a size able to be effectively targeted by point defense limits the effectiveness of such measures. They are very cheap to deploy, but of only limited use in most fleet battles. Lack of guidance systems renders them mostly immune to jamming.

Standard Fusion Torpedoes: 12 TC, 150 tons front or rear mount, 18 TC, 187.5 tons sides mount, 24 TC, 225 tons dorsal or ventral full-rotation turret. 50 damage, 8 seconds between shots, 70 range.
Heavy Warhead Fusion Torpedoes: 24 TC, 225 tons front or rear mount, 36 TC, 281.3 tons sides mount, 48 TC, 337.5 tons dorsal or ventral full-rotation turret. 100 damage, 10 seconds between shots, 70 range.
'Shiphunter' Fusion Torpedoes: 24 TC, 225 tons front or rear mount, 36 TC, 281.3 tons sides mount, 48 TC, 337 tons dorsal or ventral full-rotation turret. 50 damage, 8 seconds between shots, 70 range. 50% greater travel speed and limited homing capabilities give a modest chance to actually hit something mobile.
Heavy Warhead 'Shiphunter' Fusion Torpedoes: 36 TC, 300 tons front or rear mount, 52 TC, 375 tons sides mount, 72 TC, 450 tons dorsal or ventral full-rotation turret. 100 damage, 10 seconds between shots, 70 range. 50% greater travel speed and limited homing capabilities give a modest chance to actually hit something mobile.

Guided Missiles

Defensive KKVs could serve a valuable role in fleet battles, but the lack of new innovations in offensive missile technology and the continued improvement of direct-fire weapons leads Defense Department planners to largely deprecate the use of fast-reaction nuclear missiles in fleet battles. Nonetheless, specs for offensive missile systems are available on request.

Defensive KKV: 4 TC, 30 tons. 5 damage, 2 seconds between shots, 10 range. Automatically engages missiles in range with high accuracy, 360 degree arc of fire. Ineffective against ships.

Light Attack Craft

Light attack craft armed with short-range, high-yield torpedoes for attack runs on enemy vessels are still an experimental concept. They are likely to deliver significant firepower, if not intercepted by hostile point defense, but their effectiveness in the face of hostile point defense is largely untested. Defense Department planners believe that experiments with carrier designs should probably rely heavily on attack craft bays in an effort to saturate enemy point defense.

Light Attack Craft Bay: 90 TC, 500 tons.

Bombs

Necessary for counter-piracy duties but useless in fleet battles. Higher-yield warheads are likely to be more reliable against surface targets.

Nuclear Bomb Bay: 6 TC, 80 tons.
Fusion Bomb Bay: 10 TC, 90 tons.
Antimatter Bomb Bay: 20 TC, 100 tons.

nweismuller fucked around with this message at 06:54 on Jun 27, 2017

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
If people need reminders of our current designs, I can provide them on request.

I also request votes between hyperspace physics, gravitic physics, computing, biology and agronomy, light attack craft design, or ship power system engineering as a priority once we finish current industrial research. I can answer questions about the potential benefits of these on request, if people need more information.

nweismuller fucked around with this message at 03:55 on Jun 27, 2017

Teledahn
May 14, 2009

What is that bear doing there?


nweismuller posted:

I also request votes between hyperspace physics, gravitic physics, computing, biology and agronomy, light attack craft design, or ship power system engineering as a priority once we finish current industrial research. I can answer questions about the potential benefits of these on request, if people need more information.

Power systems engineering, possibly followed by various physics if possible.

MechaCrash
Jan 1, 2013

I think, but am not sure, that missiles sort of follow an inverse bell curve in this game, where they start out really good, and then drop off as anti-missile stuff becomes more readily available, and then picks back up with all the sweet missile augments we get later. Right now we're at the "missiles kind of suck" stage. One thing about the defensive KKVs, though: that "shoots at missiles, but not ships" thing means that they don't work on fighters, either. How much this matters depends on if Darloks make use of fighters.

Anyway, for the ship, our doctrine so far is mostly "hang back and shoot at long range," right? But the Darloks are using zippy ships that got all up in our face and negated a ton of that advantage. So I'm thinking "beat them at their own game" or "double down." Since giant battleships are not known for their agility, I am thinking we double down. To that end, here is what I am proposing for a flagship, the Cato-class superheavy battleship.

Hull: Superheavy battleship, giving us 4445.8 tons to use, six weapons, six specials.

Computer: Don't cut corners. Optronics. A savings of 20 is not worth it.

Shields: Magneto-gravitics, because it'll take less space and also it's our friggin' flagship, we want it to not die. 1493 used by this, 2952.8 left.

Special Systems: Battle Pods, getting back 906.1 tons (3858.9) because again, it's our flagship, this should show the Darloks what happens when we aren't loving around.

Battle Scanner, using 202.5 tons (3,656.4 left), because we want to ensure we hit the bastards.

Structural Analyser, using 1171.9 tons (2,484.5 left) because we want it to hurt when we hit them.

Heavy Armor, because it improves survivability without taking up space.

Weapons: Nine forward-mounted heavy autofiring Penetrator mass drivers (using 200 each for a total of 1,800; leaving 684.5). Yes, all of this is in the frontal arc, but the operating idea is that we'll be throwing so much lead (or whatever) downrange that their numbers should be thinned out by the time they get within range of us.

In addition to this, three autofiring mass drivers in a 360 degree turret mount (using 180 each for a total of 540, leaving 144.5). It's not much, but friggin' Darloks, man. If they do manage to get in among us, I'd rather not be pecked to death by one frigate that's fast enough to stay behind us. If "extended frontal arcs" existed in this game that did a 270 degree cone in front of you, I'd use that and rely on other ships to cover directly behind the flagship, but we don't, so here we are. The reason for the use of yet more mass drivers as our close defense weapons (relatively speaking) is because this way, shields mean absolutely nothing to us. Also we can't quite minitarize the rest well enough.


With the remaining space, five point defense mass drivers (using 27.2 space each for 136 total, leaving 8.5), because it's not like we have a ton of space for anything else, and anything to help slap down incoming missiles and/or fighters is nice.

Unfortunately, 8.5 tons of displacement isn't enough to do anything with, so I guess that's all I've got for this thing. I suppose you could replace some of the PD mass drivers with an anti-matter bomb bay (meaning one bomb and one point defense), but I'd rather have a few dedicated bombers.

All of this clocks in at a very hefty 1,424,000,000,000 credits (1,424 trillion). But what good is being super rich if you don't flaunt it now and then? Besides, it's our flagship, and sometimes you just gotta treat yoself. :homebrew:

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
A proposed design from within the Defense Department: the Republic-class fleet command carrier.

Built around a superheavy battleship chassis, the Republic class of carriers would also take advantage of a top of the line optronic fire control suite, magneto-gravitic shields, the best in automation and machinery design for efficient layout, and high-grade armor alloys supplementing the neutronium layer. Its primary mission module would consist of an advanced repair drone launch bay and six light attack craft bays, allowing it to deliver bombing runs against enemy vessels while helping to support and repair damaged ships in its task force. For close defense against missiles and attack craft, overlapping coverage by seven point defense mass driver mounts would help keep the vessel safe. The Republic class is not intended to operate independently, but is anticipated to work with conventional battleships and escorts, providing heavy firepower against ships and fixed positions and limited repair capabilities to enhance task force endurance in the field.

Total cost: 1.486 quadrillion credits. Definitely not cheap, but potentially a valuable addition to Space Fleet, if approved.

Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!
The Republic has my vote. Getting a little more endurance (and chaff) in our fleet would be welcome.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Possible future names for Republic-class vessels: Athenai, Schweiz, Island, Nederlanden, America.

wedgekree
Feb 20, 2013
Voting in Favor of the Republic class Battleship. Also unfortunately I must call for a full evacuation of our fleet assets from the edge of Darlok space back to our home systems to await reinforcements. And for an evacuation with as much as possible is from the occupied system pending our displaying an ability to build up defenses again.

my dad
Oct 17, 2012

this shall be humorous
MD Design Bureau proposes the following:



Taffy class torpedo cruiser (ingame class: destroyer):

base: 76tc, 822 space
Battle pods for a total of 941 space (24tc)
Magneto-gravitic shields taking up 259.2 space (30tc)
Heavy armor (46tc)
3xrear mounted Heavy Warhead Fusion Torpedoes taking up 675 space (72tc)
A tiny bit of free space left.

Total cost of 248tc

Designed for large scale fleet battles against capital ships.
We can produce 6 of these for the cost of one superheavy battleship (for a total of 18 100 damage torpedoes every 10 seconds), and maintain 8 of them for the same logistics strain. Do not require specialized shipyards and can (with sufficient imports) be rapidly manufactured on undeveloped border worlds or recent conquests.
You really don't have an excuse not to have a couple of these guys tagging along.




Impi class assault frigate

base: 38tc, 551 space

Battle pods for a total of 626 space (10tc)
Optronic computer (16tc)
Structural analyzer taking up 75 tons (6tc)
Battle scanner taking up 60 tons (8tc)
Magneto-gravitic shields taking up 108 space (20tc)
1xfront mounted Heavy Autofire Wide-Focus Graviton Cannon taking up 202.5 space (48tc)
1xfront mounted Heavy Autofire Graviton Cannon taking up 180 space (44tc)
A tiny bit of space left

A total of 190 tc

Designed for close range annihilation of whatever.
We can produce 8 of these for the cost of one superheavy battleship (for a total of 16 heavy autofire graviton cannons, half of which are great against shields), and maintain 16 of them for the same logistics strain. Do not require specialized shipyards and can (with sufficient imports) be rapidly manufactured on undeveloped border worlds or recent conquests.
You will take losses when using these, but they can be replaced much more easily than some of the ships that were lost in action recently.



The two designs above are meant to be used in tandem. The following tactic should be mostly self-explanatory. Blue for torpedo boats and torpedoes, green for assault frigates, red for the enemy.



A point defence ship or four can be added to the mix if needs be.

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose
KTT has a few new ship designs, some of them might even be good.


Partisan-class scout frigate
Base: 551 tons space, 38 trillion credits
Repair unit (160t, 20TC) - allows it to operate out on the fringes without resupply for long periods
Heavy mass driver in forward mount (120t, 32TC) - more than enough firepower to deal with pirates
Antimatter bomb bay (100t, 20TC) - for blowing up pirate bases. Could probably get away with weaker bombs, but this makes it a little less likely the Partisans will have to stick around and bomb another year
Free space 170t, 110TC total manufacturing cost

A dirt-cheap independent scout for wrecking pirates. The Hornigolds are honestly probably good enough as is, but I'm putting it forward because why not.


Xiphos-class fleet escort frigate
Base: 551 tons space, 38 trillion credits
Optronic targeting computer (16TC) - the torpedoes have crap aim, so let's add what we can here
Magneto-gravitic shields (108t, 20TC) - it's a fleet vessel so it needs shields, and the price of the increased durability compared to the basic shields is piddly
Battle scanner (60t, 8TC) - same rationale as the computer
Heavy armour (26TC) - same rationale as the shields
2x point defence Hyperspace Phase Cannon (40.8t, 14TC each) - avoids getting a taste of its own medicine
Heavy Shiphunter torpedo in forward mount (300t, 36TC) - they're the most fragile ships in the fleet, so let's leave them at the rear
Free space 1.4t, 172TC total manufacturing cost

A cheap warship designed to sit back and plink away at stations and capital ships.


I can't come up with a better design for a torpedo cruiser than MDDB's Taffy, and it would feel a little cheeky to submit "one of those but with the torpedo tubes in the front" so, uh,

Halberd-class line battleship
Base: 2020.8 tons space, 146 trillion credits
Optronic targeting computer (26TC) - it's a ship of the line, why would you not?
Magneto-gravitic shields (622.1t, 46TC) - ditto
Battle scanner (135t, 20TC) - takes up about half the space of another mass driver battery and makes the ones already there more effective, yes please
Battle pods (adds 357t, 62TC) - MORE GUNS
Heavy armour (68TC)
6x Heavy Auto Penetrator mass drivers in broadside mounts (250t, 68TC each) - the graviton cannon doesn't have enough firepower to make up for a shorter effective range and having to punch through shields, and nor does the standard Phase Cannon. I could've fit another battery in if I'd gone with forward mounts, but I feel like trying something a little different (NOTE: I have never tried this in-game so I've got no idea how well it works).
2x point defence Hyperspace Phase Cannon (40.8t, 14TC each) - I had some space left over
Free space 39.1t, 804TC total manufacturing cost

A big tough ship which isn't fast enough to run rings around anything much, but turning broadside at maximum range will hopefully mean it takes longer for the enemy to get close enough to bring energy weapons to bear.


Flamberge-class super-heavy flag battleship
Base: 4445.8 tons space, 304 trillion credits
Optronic targeting computer (34TC)
Magneto-gravitic shields (1493t, 70TC)
Battle scanner (202.5t, 30TC)
Battle pods (adds 906t, 156TC)
Heavy armour (132TC)
14x Heavy Auto Penetrator mass drivers in broadside mounts (250t, 68TC each)
3x point defence Hyperspace Phase Cannon (40.8t, 14TC)
Free space 339.t, 1720TC total manufacturing cost

The Halberd but more so. A bit over twice the cost, a bit over twice the firepower, hopefully enough armour and shields to get stuck in without getting blown up and killing admirals.

Rick_Hunter
Jan 5, 2004

My guys are still fighting the hard fight!
(weapons, shields and drones are still online!)

nweismuller posted:

Possible future names for Republic-class vessels: Athenai, Schweiz, Island, Nederlanden, America.

nweis, what's your naming convention for fleet ships?

Maybe you could name the fleet command carriers after colonized worlds or in universe battles. I'm sure the Bulrathi contingent of the Republic would like it if the 1st or 2nd command carrier was named Ursa and was permanently assigned to the Republic Expeditionary Force.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Rick_Hunter posted:

nweis, what's your naming convention for fleet ships?

Maybe you could name the fleet command carriers after colonized worlds or in universe battles. I'm sure the Bulrathi contingent of the Republic would like it if the 1st or 2nd command carrier was named Ursa and was permanently assigned to the Republic Expeditionary Force.

The naming conventions for new ships commissioned within a class is based on the class name itself; this has meant there has been a shift in fleet scout names from the earlier Archer and Pinaka frigates to the current Hornigold frigates. There's been a fairly consistent pattern in fleet escort frigates to name them after historical weapons or types of soldier- Rifleman, Paladin, Chevalier, and so forth. Our current battleship class, the Peacemaker, is named after generals notable both for victory and moral integrity. By this token, the Republic class is taking names from republics that marked important milestones in the history of free and democratic governance- thus Athenai, Schweiz, Island, Nederlands, and America.

POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
Do we have an Iroquois?

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

POOL IS CLOSED posted:

Do we have an Iroquois?

We don't have any Republic-class vessels yet, so no, but I can probably add the Iroquois, Roma, and Venezia to the planned list, although we're unlikely to exhaust it.

Rick_Hunter
Jan 5, 2004

My guys are still fighting the hard fight!
(weapons, shields and drones are still online!)

nweismuller posted:

The naming conventions for new ships commissioned within a class is based on the class name itself; this has meant there has been a shift in fleet scout names from the earlier Archer and Pinaka frigates to the current Hornigold frigates. There's been a fairly consistent pattern in fleet escort frigates to name them after historical weapons or types of soldier- Rifleman, Paladin, Chevalier, and so forth. Our current battleship class, the Peacemaker, is named after generals notable both for victory and moral integrity. By this token, the Republic class is taking names from republics that marked important milestones in the history of free and democratic governance- thus Athenai, Schweiz, Island, Nederlands, and America.

Cool beans, thanks for the info.

inflatablefish
Oct 24, 2010

nweismuller posted:

Automated Repair Unit: 20 TC, 160 tons for frigate, 44 TC, 256 tons for cruiser, 92 TC, 409.6 tons for battleship, 194 TC, 655.4 tons for superheavy battleship. Allows periodic dispatch of repair drones from a drone bay to engage in emergency minor hull repairs on friendly ships; also allows 10% repair of damage every year even without support facilities.

How does the effectiveness of the Automated Repair Unit scale with ship size? If they can repair friendlies rather than just being a flat % regeneration of the ship's own hit points like in previous MoO games, what's the advantage in spending so much building them into the flagship rather than just having a few repair frigates following the fleet around?

AJ_Impy
Jun 17, 2007

SWORD OF SMATTAS. CAN YOU NOT HEAR A WORLD CRY OUT FOR JUSTICE? WHEN WILL YOU DELIVER IT?
Yam Slacker
Are any Bulrathi name candidates valid for the Peacemaker class, or are all their historical successful generals lacking in moral integrity?

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

AJ_Impy posted:

Are any Bulrathi name candidates valid for the Peacemaker class, or are all their historical successful generals lacking in moral integrity?

Feel free to submit Human or Bulrathi names for the class. Human names, indicate whether they are real historical figures or figures from the future; if they're from the future, give me a capsule summary of their historical role. Bulrathi names, give me a capsule summary of their historical role.

E: Please note that Scipio Africanus and Horatio Nelson are already on my list for Peacekeeper-style names.

nweismuller fucked around with this message at 23:40 on Jun 27, 2017

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Given the limited response for the ship classes I indicated as vital, I'm going to handle this ship design contest a little differently. The Republic class is clearly approved for our superheavy slot, but I'll go ahead and submit some designs, then open voting in several categories.

Nightingale-class scout/counter-piracy frigate
Optronic computer
Magneto-gravitic shields
Battle pods, augmented engines
Primary armament 1 dorsal turret, heavy autofire mass driver
Secondary armament 1 antimatter bomb bay
204 TC total manufacturing cost

The Nightingale class of scout frigate has been upgraded from the old Hornigold class to carry a stronger surface attack payload while carrying armament better-suited to support of a larger task force in battle, while still maintaining the heavy drive units the Hornigold used for rapid strategic mobility. Nonetheless, it lacks in offensive firepower and point defense capability relative to dedicated fleet escort frigates.

Hoplite-class fleet escort frigate
Optronic computer
Magneto-gravitic shields
Battle pods, heavy armor, battle scanner
Primary armament 1 dorsal turret, heavy autofire penetrator mass driver
Secondary armament 3 point defense phase cannon mounts
256 TC total manufacturing cost

The Hoplite class of fleet escort frigate offers reasonable long-range firepower and an effective point defense suite for operations with a larger fleet, helping protect the flanks of larger vessels. It represents a direct continuation of the general design philosophy of the Rifleman class of fleet escort frigates.

Predator-class attack cruiser
Optronic computer
Magneto-gravitic shields
Battle pods, heavy armor, battle scanner, structural analyser
Primary armament 1 dorsal turret, heavy autofire penetrator mass driver
Secondary armament 4 point defense phase cannon mounts
378 TC total manufacturing cost

Nearly twice as durable as the Hoplite class, while carrying targeting suites and point defense mounts to improve both primary and secondary firepower by a third, the Predator class attack cruiser is intended to operate either as an escort for battleship task forces or to be capable of independent operations alone or with small numbers of other Predator cruisers.

Thunderbolt-class bombarment cruiser (revision)
Optronic computer
Magneto-gravitic shields
Battle pods, heavy armor
Primary armament 2 fore-mounted torpedo tubes with magazines for heavy 'shiphunter' fusion torpedoes
Secondary armament 1 antimatter bomb bay
Tertiary armament 1 point defense mass driver mount
296 TC total manufacturing cost

This update of the venerable Thunderbolt class trades out the defensive KKVs for a point defense mass driver array, while modernising drives, reactor, armor, and optronics. It also replaces the old fusion bomb payload with antimatter bombs. The guidance systems and improved thrust on the Thunderbolt's torpedoes render them much more effective against mobile targets, relative to the miserable track record of unguided torpedoes as used by the proposed Taffy class.

Scipio-class battleship
Optronic computer
Magneto-gravitic shields
Battle pods, heavy armor, battle scanner, structural analyser
Primary armament 3 turrets (2 dorsal, 1 ventral) mounting heavy autofire 'penetrator' mass drivers
Secondary armament 6 point defense phase cannon mounts
796 TC manufacturing cost

The Scipio class is designed to deliver effective long-range firepower while maneuvering to preserve the range advantage for as long as is possible. Updated weapons and improved targeting optronics maximise damage delivered on target.

Herakles-class superheavy battleship
Optronic computer
Magneto-gravitic shields
Battle pods, heavy armor, automated repair unit, structural analyser
Primary armament 6 turrets (3 dorsal, 3 ventral) mounting heavy autofire wide-focus graviton cannon
Secondary armament 5 point defense phase cannon mounts
1668 TC manufacturing cost

The Herakles class of superheavy battleship is designed, quite simply, to stay at the front of a fleet formation, accept its inability to outrun smaller vessels, closing to engage the enemy at short range while the remainder of the fleet engages at long range. The Herakles is designed for maximum ability to survive heavy engagement, and represents a threat to any enemy vessels attempting to close with the remainder of the fleet formation.

Please vote for one vessel in each of the following categories:

Scout frigate: Partisan class, Nightingale class
Fleet escort frigate: Hoplite class, Xiphos class
Bombardment cruiser: Thunderbolt class, Taffy class
Battleship: Halberd class, Scipio class
First superheavy slot: Has been filled by the Republic class fleet command carrier.
Supplemental fleet role: Impi class assault frigate, Predator class attack cruiser, Flamberge class superheavy battleship, Cato class superheavy battleship, Herakles class superheavy battleship

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POOL IS CLOSED
Jul 14, 2011

I'm just exploding with mackerel. This is the aji wo kutta of my discontent.
Pillbug
I'm just no good at ship design. I like naming them. :ohdear:

Research light attack craft and approve in addition to a Republic craft the dual designs proposed by MDDB.

Clearly I'm also partial to naming a Republic-class ship Iroquois if the opportunity arises.

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