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okay, every world with a population above 2 gets set to build colony ships
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# ? Jul 2, 2020 21:54 |
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# ? Jun 11, 2024 10:50 |
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Not that it is of immediate relevance, but "open borders" doesn't work like trade and research treaties. It's another bargaining chip like any other. It is entirely possible to give someone a pile of money or tech or a colony and, in exchange, you can pass through their territory, but they can't pass through yours. This is useful if you have some decent planets you want to backfill, but someone has decided to gently caress with your poo poo, and you can't reach them because a neutral power is blocking short paths.
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# ? Jul 2, 2020 22:13 |
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Blue Horizon Shipping Lines board room posted:We did it people! BHSL internal memo posted:Hey, could you check the cost for commissioning one of those Armed Private Vessels for the boss to use? The board wants to know if it's an option worth pursuing. Blue Horizon analyst meeting posted:-We need to figure out where to set up the next branch office/cargo terminal BHSL R&D presentstion posted:_nd now, the latest in-house development:
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# ? Jul 2, 2020 22:58 |
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Camile Ston, in interview posted:This isn't just self-promotion, but optronics are the future. The consumer market is where the money is at, and we have billions of consumers wanting the best. And we still have a lot more room for making optronics available to the consumer market. You'll see. Nian Bortis, to the Assembly posted:I don't think we're exactly looking at a threat to the League if we approve Controllers for civilian sale. They're not strong enough to tackle orbital defenses or our fleets, so why not just let it happen? Yea on approving civilian armed ships for our leaders. Nian Bortis posted:Val has been the engine of the League's expansion. It seems unlikely that will change soon, although, of course, I'm very happy to see the growth and prosperity of the colony worlds founded by missions from Val. BS&L internal document posted:... survey of appropriate sites for a new cargo port on Eydin is already under way...
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# ? Jul 3, 2020 08:32 |
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Republican Intelligence Agency, captured document posted:CLASSIFICATION CONFIDENTIAL NOALN
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# ? Jul 3, 2020 09:28 |
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Nut-U recruitment flier posted:-And furthermore, Nut-U has a well-deserved reputation for always staying on the sharpest edge of pedagogic developments. Our teaching methods all but guarantee a combination of skills and knowledge sure to be practical on the job market. When comparing median salaries of graduates, Nut-U- News All Day Network posted:-orporate liaisons confirm that their development of new agricultural projects across League space is proceeding without undue delay. They do not deny that Nutris is pursuing its own spaceport, though they do again stress that the conglomerate has no interest in armed vessels in its merchant fleet- Fusion plants and soil enrichment and Yea to ships to stash our commanders in Nutris Advert posted:The long wait is over.
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# ? Jul 3, 2020 15:21 |
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Apocrypha Engineering, Project Prioritization, Shipyards posted:.) Additional funding request for metallurgy; priority high; increase of 35% granted. Project head to remain. Let's go with General Military Research Program. We can get our new ships rolling out after that. In fact, Apocrypha's first proposal for putting that technology to use... Limited Civilian Armed Vessels, Proposal posted:Introducing, the Destroyer-class Reisläufer frame, for limited sale as permitted to specific individuals. Acting as a highly-secured testbed, with explicit attention focused on serving as a mobile base for top-ranking personnel. Featuring a new best-in-class frame design with Battle Pods to allow for extra mission equipment as required by the client, as well as Augmented Engines and Improved Armor to ensure minimal risk. Furthermore, for the first time, a Micro-Jump Control System, providing a powerful last resort escape option. Armed Civilian Ships, with a catch; we really want to put all the defensive bells and whistles on these, given how important the people they're carrying is. Which means destroyer size. With this, though, we have vessels that will be able to work pretty much ad infinitum as pirate-chasers, even when heavier ships show up, and also chase down scouts in the event that it's needed in a wartime scenario. The way I see it, if we're not going to just trust to keep-away and leave them in space factories, we might as well give them all the protection we can manage. This design leaves us with about 140 tons of spare space and a cost around 140 trillion, but hey, we need to leave some space for them to experiment in with their ships. (Or we can stuff it full of more KKVs. Or cut costs somewhere. Or put the fanciest entertainment suite we can find there.) Third Wave Colonies posted:Opportunities and profits abound, on newly colonized worlds! With new planet revitalization technology, colonization is now more appealing then ever. Observe the shift in Stevas over the last twenty years! Imagies of sun blazing above Stevas, and a clear-skied day of a mushroom farm. Val is the hub of our 'Third Wave' Colony Program, and you can join today by... Development of Val, to continue our dream of colonizing everywhere! Re: Proposed Shipment Schedule posted:....Let me get this clear. When you placed the mass drivers here on the periority list, it was assumed this was for interoperability with the new Drevner shipping network. But the next thing you're proposing to send over is *missiles*? No. Absolutely not. First, we ship those traditionally for safety reasons, so I'll assume you didn't read that deep into the payload. Spaceports first; I don't think we're hurting too hard on command point caps here, and we really do want the money first.
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# ? Jul 3, 2020 17:18 |
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I'm formally going to put Glaive-Guisarme's proposal for armed military ships being destroyers up for a vote, and vote yea... and further propose that we make the destroyers available by selling off the Champion and Victor for refit once we have heavier ships for the main battle line.
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# ? Jul 3, 2020 17:23 |
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nweismuller posted:I'm formally going to put Glaive-Guisarme's proposal for armed military ships being destroyers up for a vote, and vote yea... and further propose that we make the destroyers available by selling off the Champion and Victor for refit once we have heavier ships for the main battle line. Yea
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# ? Jul 3, 2020 17:25 |
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Bigger ships means more hull plating and structural beams to be shipped to the Navy shipyards. Naturally Blue Horizon Shipping Lines vote yea.
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# ? Jul 3, 2020 18:13 |
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I know that I tend to be a little too quick to reach for the biggest guns, but I will actually be voting no to Destroyer playpen ships. My reasoning is that we have not yet hit the point where Frigates are completely pointless (arguably that point doesn't really come in nuMOO because you can order ships in batches; the fact that any planet worth a crap could churn out even Cruisers in two turns in MOO2 is part of why smaller ships became obsolete), and we also have not hit the point where we can sling command points around like they don't even matter. The frigates that we put our ship leaders on should not be anywhere near real threats, and as I stated earlier, a pair of Pirate Hunter Type frigates are more than a match for anything the pirates will throw at us, and the ships with our VIPs should probably not be in the same system as any other real foreign power, at least without escort from at least one real military ship. Wouldn't want them to decide that it's Conquest O'Clock and start with our undergunned military cosplay toys, after all.
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# ? Jul 3, 2020 19:15 |
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MechaCrash posted:I know that I tend to be a little too quick to reach for the biggest guns, but I will actually be voting no to Destroyer playpen ships. My reasoning is that we have not yet hit the point where Frigates are completely pointless (arguably that point doesn't really come in nuMOO because you can order ships in batches; the fact that any planet worth a crap could churn out even Cruisers in two turns in MOO2 is part of why smaller ships became obsolete), and we also have not hit the point where we can sling command points around like they don't even matter. I second this/vote in favour of this plan
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# ? Jul 3, 2020 19:52 |
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I'm wrapping the vote and preparing to play through the update. Hope all the Americans in the audience have a good Independence Day tomorrow. And I shall endeavor to have a good 42nd birthday on Sunday. Thanks to all who are reading! E: Please be prepared for a new Naval design contest to come within a short time.
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# ? Jul 3, 2020 23:42 |
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Ship Design Contest, 2116 A century and a half has passed on Val since the last major design revision of Naval vessels, and the Navy has held steady in size for some time- but with recent technological progress, it should be possible to design a whole new generation of Naval vessels, including battleships to dwarf the Victor and Champion that currently serve as the main combat weight of the Navy. The Navy desires design submissions for three different roles: a space superiority battleship, with one each intended to anchor the two Naval task forces in operation, a fleet escort frigate to accompany battleships, and a new iteration on the scouting/counterpiracy frigate. SPACEFRAMES The cruiser spaceframe is not currently under consideration in this contest- the existing Naval cruisers will eventually be removed from Naval service and sold off after refit for civilian use. Frigate spaceframe- 650 tons free displacement for mission equipment, 3 trillion credits manufacture cost, capacity for 3 special systems, fire control for 3 different weapon types Battleship spaceframe- 2,500 tons free displacement for mission equipment, 15 trillion credits manufacture cost, capacity for 5 special systems, fire control for 5 different weapon types ARMOR Some form of framing and plating for Naval vessels is required, backed with a boron carbide radiation shielding layer. Duralloy(tm) adds significant survivability over older titanium alloys, but is notably more expensive to manufacture. Titanium armor, frigate- 4 trillion credits manufacture cost, displacement included in spaceframe, 95 hull points, 5 armor resilience Titanium armor, battleship- 16 trillion credits manufacture cost, displacement included in spaceframe, 325 hull points, 5 armor resilience Duralloy(tm) armor, frigate- 8 trillion credits manufacture cost, displacement included in spaceframe, 142.5 hull points, 10 armor resilience Duralloy(tm) armor, battleship- 32 trillion credits manufacture cost, displacement included in spaceframe, 487.5 hull points, 10 armor resilience REACTOR AND DRIVE A ship's reactor to provide power for all systems coupled with thrusters and a FTL drive system to enter hyperspace is required, dominating ship engineering spaces. Fission reactor and drive, frigate- 3 trillion credits manufacture cost, 75 tons displacement, strategic speed 1, tactical speed 2.25, base directfire defense 17.67 Fission reactor and drive, battleship- 6 trillion credits manufacture cost, 468.8 tons displacement, strategic speed 1, tactical speed 1.5, base directfire defense 13.74 Fusion reactor and drive, frigate- 3 trillion credits manufacture cost, 84 tons displacement, strategic speed 1.5, tactical speed 2.79, base directfire defense 20.02 Fusion reactor and drive, battleship- 8 trillion credits manufacture cost, 483.8 tons displacement, strategic speed 1.5, tactical speed 1.89, base directfire defense 15.97 FIRE CONTROL COMPUTERS Although electronic computing has largely been superceded by optronic computing within the League, current generations of optronic fire control are little more capable than older top of the line electronics. Fire control modules within the ship's computer infrastructure are simple upgrades to basic computers already needed for spaceframe operation, and so do not impact displacement used. Basic computer infrastructure- manufacture cost as part of mainframe, base directfire accuracy 20 Dedicated fire control suite, frigate- 6 trillion credits manufacture cost, base directfire accuracy 45 Dedicated fire control suite, battleship- 9 trillion credits manufacture cost, base directfire accuracy 45 ELECTROMAGNETIC SCREENS Electromagnetic deflectors are an effective defense against many weapons, reducing the damage done even by weapons that overload the generator's ability to entirely deflect them. Massive kinetic projectiles such as those launched by naval mass drivers, however, effectively entirely defeat electromagnetic deflector screens. Electromagnetic screens, frigate- 6 trillion credits manufacture cost, 100 tons displacement, 47.5 shield points, 1 point shield absorption Electromagnetic screens, battleship- 13 trillion credits manufacture cost, 625 tons displacement, 162.5 shield points, 1 point shield absorption SPECIAL SYSTEMS A comprehensive re-engineering of necessary machinery, replacing as many systems as possible with the most compact and efficient designs can reclaim significant displacement from the spaceframe, at the cost of increasing spaceframe cost notably. Re-engineered machinery, frigate- 5 trillion credits manufacture cost, replaces 162.5 tons of spaceframe machinery with 87.5 tons of spaceframe machinery (77 net tons displacement reclaimed) Re-engineered machinery, battleship- 31 trillion credits manufacture cost, replaces 625 tons of spaceframe machinery with 240 tons of spaceframe machinery (385 net tons displacement reclaimed) Rebuilding and extending drive and thruster systems could allow for better agility in combat, better strategic mobility, and bursts of extreme acceleration in combat situations. Augmented engines, frigate- 10 trillion credits manufacture cost, 60 tons displacement, +0.5 strategic speed, +25 directfire defense, allows bursts of high speed in combat Augmented engines, battleship- 62 trillion credits manufacture cost, 240 tons displacement, +0.5 strategic speed, +25 directfire defense, allows bursts of high speed in combat Installing short-range, high-resolution tachyon scanning arrays essentially entirely eliminates the small period of sensor lag imposed by space combat ranges, allowing for more reliable targeting solutions. Although not optimised for long-range scanning, limited long-range data can be resolved from such a tachyon scanner array. Short-range FTL sensor suite, frigate- 4 trillion credits manufacture cost, 60 tons displacement, +30 directfire accuracy, small increase in strategic scanning range Short-range FTL sensor suite, battleship- 10 trillion credits manufacture cost, 135 tons displacement, +30 directfire accuracy, small increase in strategic scanning range Using powerful transmitters to blanket the area with random electromagnetic noise, although of minimal use in confusing targeting systems with significant computer power behind them, are more than sufficient to baffle the simple seeker systems able to be installed on guided anti-ship missiles, greatly reducing their effective accuracy. ECM jammer, frigate- 12 trillion credits manufacture cost, 150 tons displacement, +25 missile defense ECM jammer, battleship- 27 trillion credits manufacture cost, 337.5 tons displacement, +25 missile defense Automated repair drone bays both allow the launch of drones to perform repairs on allied ships in combat, and allow for field repairs of the ship with repair drones even away from shipyard facilities. Repair drone bay, frigate- 10 trillion credits manufacture cost, 160 tons displacement, launches 1 repair drone, allows 5% self repair per annum Repair drone bay, battleship- 46 trillion credits manufacture cost, 409.6 tons displacement, launches 1 repair drone, allows 5% self repair per annum Further refinement of armor composition and hardening of the outer plating layer should effectively reduce the ability of hostile fire to penetrate the armor layer, instead forcing the deposit of all its energy in the armor layer and increasing ship survivability Improved armor composition, frigate- 13 trillion credits manufacture cost, no added displacement, armor resilience x2 Improved armor composition, battleship- 39 trillion credits manufacture cost, no added displacement, armor resilience x2 Entry into hyperspace outside a normal hyperspace conduit access point is not quite impossible, as it proves- although attempting to enter hyperspace in such a manner almost instantly pushes the ship out- and without very careful calculations, subjects the ship to entirely unsurvivable gravitational stresses. Installing modifications to the drive system and a dedicated computer to handle the calculations for a safe entry and exit outside a hyperspace conduit access point allows, effectively, for very short-range 'teleportation'. The net tactical value of this capability under most circumstances is, perhaps, questionable. Micro-jump control system, frigate- 6 trillion credits manufacture cost, 46 tons displacement, allows periodic short-range combat teleportation Micro-jump control system, battleship- 54 trillion credits manufacture cost, 243.3 tons displacement, allows periodic short-range combat teleportation WEAPONS SYSTEMS BOMBS Unguided nuclear warheads remain the workhorse of counterpiracy duties, essentially unchanged since the UML first began its expansion into space. Nuclear bomb bay- 4 trillion credits manufacture cost, 100 tons displacement MISSILES Although nuclear warheads remain the workhorse of guided anti-ship missiles, improved conventional explosive fusing, improved propellant systems, and re-engineered launch mechanisms mean the latest generation of nuclear anti-ship missiles are more destructive, more heavily-armored, and more quickly cycled out of the launch tubes than the older generation of missiles. Further re-engineering these missiles is possible, sheathing them in a layer of armor to protect against point defense systems, enhancing seeker systems to reduce vulnerability to enemy ECM, improving the power on the boosters to reduce time to target, or increasing total payload, delivered by multiple independently retargeting warheads. Defensive KKV launchers remain a cheap and effective countermeasure against hostile missile fire. Second-generation nuclear missile launch tube- 6 trillion credits manufacture cost, 100 tons displacement, 25 damage, 10 armor penetration, 16s launch cooldown, 60 range Second-generation nuclear missile launch tube (up-armored variant)- 7 trillion credits manufacture cost, 125 tons displacement, 25 damage, 10 armor penetration, 16s launch cooldown, 60 range, increased durability Second-generation nuclear missile launch tube (improved seeker variant)- 7 trillion credits manufacture cost, 125 tons displacement, 25 damage, 10 armor penetration, 16s launch cooldown, 60 range, 50% jamming resistance Second-generation nuclear missile launch tube (fast variant)- 9 trillion credits, 125 tons displacement, 25 damage, 10 armor penetration, 16s launch cooldown, 60 range, 50% travel speed bonus Second-generation nuclear missile launch tube (high-performance variant)- 11 trillion credits manufacture cost, 175 tons displacement, 25 damage, 10 armor penetration, 16s launch cooldown, 60 range, increased durability, jamming resistance, and speed Second-generation nuclear missile launch tube (MIRW)- 12 trillion credits manufacture cost, 150 tons displacement, 12.5 damage per warhead (4 warheads), 10 armor penetration, 16s launch cooldown, 60 range Second-generation nuclear missile launch tube (MIRW, up-armored variant)- 13 trillion credits manufacture cost, 175 tons displacement, 12.5 damage per warhead (4 warheads), 10 armor penetration, 16s launch cooldown, 60 range, increased durability Second-generation nuclear missile launch tube (MIRW, improved seeker variant)- 13 trillion credits manufacture cost, 175 tons displacement, 12.5 damage per warhead (4 warheads), 10 armor penetration, 16s launch cooldown, 60 range, 50% jamming resistance Second-generation nuclear missile launch tube (MIRW, fast variant)- 15 trillion credits manufacture cost, 175 tons displacement, 12.5 damage per warhead (4 warheads), 10 armor penetration, 16s launch cooldown, 60 range, 50% travel speed bonus Second-generation nuclear missile launch tube (MIRW, high-performance variant)- 17 trillion credits manufacture cost, 225 tons displacement, 12.5 damage per warhead (4 warheads), 10 armor penetration, 16s launch cooldown, 60 range, increased durability, jamming resistance, and speed Defensive KKV launch system- 2 trillion credits manufacture cost, 30 tons displacement, 5 damage, 2s launch cooldown, 10 range, may only effectively engage missiles CANNONS Directfire cannon rely heavily upon effective fire control solutions from the ship using them. Refinements in mass driver technology have rendered earlier neutron burst cannon effectively obsolete, and can deliver reliable kinetic damage that entirely bypasses electromagnetic screens without loss of energy over range. Use of specially-designed high-density penetrator slugs in the heaviest mass drivers may even further improve their ability to penetrate hostile armor. Mass driver, standard, limited-traversal front or rear mount- 10 trillion credits manufacture cost, 100 tons displacement, 12 damage, 10 armor penetration, 8s firing cooldown, 50 range, ignores defensive screens, no range dissipation Mass driver, standard, paired broadside mounts- 15 trillion credits manufacture cost, 125 tons displacement, 12 damage, 10 armor penetration, 8s firing cooldown, 50 range, ignores defensive screens, no range dissipation Mass driver, standard, full-rotation dorsal or ventral turret mount- 20 trillion credits manufacture cost, 150 tons displacement, 12 damage, 10 armor penetration, 8s firing cooldown, 50 range, ignores defensive screens, no range dissipation Mass driver, auto-fire, limited-traversal front or rear mount- 15 trillion credits manufacture cost, 150 tons displacement, 12 damage, 10 armor penetration, 4s firing cooldown, 50 range, ignores defensive screens, no range dissipation, -20 accuracy Mass driver, auto-fire, paired broadside mounts- 22 trillion credits manufacture cost, 187.5 tons displacement, 12 damage, 10 armor penetration, 4s firing cooldown, 50 range, ignores defensive screens, no range dissipation, -20 accuracy Mass driver, auto-fire, full-rotation dorsal or ventral turret mount- 30 trillion credits manufacture cost, 225 tons displacement, 12 damage, 10 armor penetration, 4s firing cooldown, 50 range, ignores defensive screens, no range dissipation, -20 accuracy Mass driver, heavy, limited-traversal front or rear mount- 20 trillion credits manufacture cost, 150 tons displacement, 24 damage, 10 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation Mass driver, heavy, paired broadside mounts- 30 trillion credits manufacture cost, 187.5 tons displacement, 24 damage, 10 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation Mass driver, heavy, full-rotation dorsal or ventral turret mount- 40 trillion credits manufacture cost, 225 tons displacement, 24 damage, 10 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation Mass driver, heavy auto-fire, limited-traversal front or rear mount- 25 trillion credits manufacture cost, 200 tons displacement, 24 damage, 10 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy Mass driver, heavy auto-fire, paired broadside mounts- 37 trillion credits manufacture cost, 250 tons displacement, 24 damage, 10 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy Mass driver, heavy auto-fire, full-rotation dorsal or ventral turret mount- 50 trillion credits manufacture cost, 300 tons displacement, 24 damage, 10 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy Mass driver, heavy, improved penetrator ammunition, limited-traversal front or rear mount- 25 trillion credits manufacture cost, 200 tons displacement, 24 damage, 15 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation Mass driver, heavy, improved penetrator ammunition, paired broadside mounts- 37 trillion credits manufacture cost, 250 tons displacement, 24 damage, 15 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation Mass driver, heavy, improved penetrator ammunition, full-rotation dorsal or ventral turret mount- 50 trillion credits manufacture cost, 300 tons displacement, 24 damage, 15 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation Mass driver, heavy auto-fire, improved penetrator ammunition, limited-traversal front or rear mount- 30 trillion credits manufacture cost, 250 tons displacement, 24 damage, 15 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy Mass driver, heavy auto-fire, improved penetrator ammunition, paired broadside mounts- 44 trillion credits manufacture cost, 312.5 tons displacement, 24 damage, 15 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy Mass driver, heavy auto-fire, improved penetrator ammunition, full-rotation dorsal or ventral turret mount- 60 trillion credits manufacture cost, 375 tons displacement, 24 damage, 15 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy Mass driver, point defense array, full globe coverage- 5 trillion credits manufacture cost, 34 tons displacement, 6 damage, 10 armor penetration, 6s firing cooldown, 10 range, ignores defensive screens, no range dissipation, may effectively engage missiles, +25 accuracy TORPEDOES The Navy does not anticipate use of unguided fusion space to space warheads at this time. Specifications available on request. BEAMS Sustained-fire cannon, unlike directfire weapons that fire in discrete 'shots', can very easily be corrected to stay trained on a target, but the relatively gradual energy delivery renders them more vulnerable to shield interference. Like lasers and neutron burst cannon, ion cannon suffer loss of beam coherence over distance, reducing their damage at longer ranges. Ion cannon, limited traversal front or rear mount- 8 trillion credits manufacture cost, 150 tons displacement, 5 damage per hit, four hits, 10 armor penetration, 12s firing cooldown, 55 range Ion cannon, paired broadside mounts- 12 trillion credits manufacture cost, 187.5 tons displacement, 5 damage per hit, four hits, 10 armor penetration, 12s firing cooldown, 55 range Ion cannon, full-rotation dorsal or ventral turret mount- 16 trillion credits manufacture cost, 225 tons displacement, 5 damage per hit, four hits, 10 armor penetration, 12s firing cooldown, 55 range nweismuller fucked around with this message at 06:39 on Jul 5, 2020 |
# ? Jul 4, 2020 02:31 |
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Oh boy, ship design time! Let's start out with a Battleship frame, packing 2500 tons of displacement, and costs I won't bother tracking because I don't care. It might delay the production of a ship by a turn, whatever. We have to handle the basics. Duralloy armor, of course, because these things are an investment, and we want to protect our investments. This principle will be guiding some decisions later. For drive, fusion reactor and all that, because who cares what it can do if it never gets there in time to do it? (2,106.2 left.) For the computer, we're going with the good computer that gives +45 accuracy, because this thing is going to be slinging a lot of whatever the mass drivers sling, and while I am a big fan of the idea that quantity has a certain quality all its own, I would nevertheless like as much of this crap as possible to find its new home lodged in whatever made us angry. Probably pirates. We will be using shields, because the amount of damage it stops is minor, but the only dangerous weapons that pirates have are their crappy missiles and those super short range "Swabber" things. They probably won't get in range to use them, but we'll still be shutting down ten damage from it. They won't do much against anybody else with shield piercing weapons, it's true, but I think that ignoring shields is something where you go all in or don't bother, and the AI disagrees, so this can still help if they use mixed beam types or missiles or whatever. (1,391.2 left.) For specials, we can have five. We'll start with the re-engineered machinery, because these will help us get more bang for our buck, CP-wise. (1,776.2 left.) In addition, we'll be using the short-range sensors, because the +30 accuracy will help offset the -20 from everything I cram in here being autofire. (1,641.2 left.) In keeping with the earlier "protecting investments" thing, we should apply the extra armor, especially because it doesn't take up any space. For the things I didn't take, the drones are tempting, but I suspect far too slow to be of use in combat, to say nothing of their bulk, and I don't foresee any extended campaigns where the ability of the ship to repair itself matters. The augmented engines and teleporter sound nice, but they're kind of bulky, and I'm already eyeballing some big honkin' guns. The jammer is also kind of nice, but I'd rather spend that space on more point defense. You will notice that I am lacking in point defense. That is because missiles are someone else's job. For the real fun times, I am going with guns, obviously, given that I installed stuff that only matters if we have guns. I figure if we get in a scrap with another real power, we'll want to bypass their shields and get right to the squishy bits (and against pirates, who cares what you're throwing as long as you're throwing something). To that end, I am proposing a bank of four heavy autofiring armor-piercing mass drivers, clocking in at an admittedly hefty thousand tons. Heavy for the extra range and damage, autofire because we can easily offset the loss in accuracy (and even if we can't, I'd still rather have four guns firing at five second intervals than five guns firing at ten second intervals), and armor-piercing because while I do not recall the specific math, I do remember that armor penetration doesn't really have an upper limit on utility, so gently caress your shields and then gently caress your armor. This leaves 641.2 tons for other weapons. For these, I propose fill it up with autofire armor-piercing 360 drivers (oh, how I miss the Forward Extended arc from days gone by). As I have previously mentioned, it is far more likely that we'll get into furballs where you'll want agility, friends, or good firing arcs, and this will cover that. I would give an exact number but, unfortunately, "autofire AP" is not one of the combinations listed, but I think it'd be 260 tons? But fill the remaining space with that, if there's room for a regular 360 AP but non-autofiring gun shove that in as well, PD mass drivers for the rest. If there's room for a KKV but not a PD mass driver, well that's a pretty narrow window but do that I guess. So to sum up the design in a tidy little block: code:
That or I focused too much on armor so that its forward firepower isn't enough to actually kill things before it gets close, and then its crappy side/rear firepower isn't enough to destroy the threat before it slowly chews through all that armor. I guess we'll find out. vv
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# ? Jul 4, 2020 03:42 |
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MechaCrash posted:armor-piercing because while I do not recall the specific math Let's remind you how armor-piercing and armor resilience works! Damage that hits the hull- that is, which isn't reduced by shields or just doing damage to shield points- is modified by the weapon's armor-piercing compared to the armor's resilience. Specifically... Total damage = Base damage*(Armor-piercing/Resilience), with a minimum value for the (Armor-piercing/resilience) portion of 0.75. This means a weapon with a piercing equal to the resilence of the armor of its target does its base damage against the hull, lasers do 0.75 their base damage against basically everything, and that applying armor-piercing to a mass driver makes it deal 1.5 times its base damage against armor with a resilience of 10, which is basically what we should be expecting anyhow at this point. The reason I mainly only proposed armor-piercing for heavy mass drivers is because of how the cost/displacement math for armor-piercing works out. It's essentially useless if it's the only mod a mass driver has, but heavy mass drivers are ideal to install that mod on. Armor-piercing autofire isn't inherently stupid, and so I can tell you a full-rotation autofire armor-piercing turret costs 40 trillion and takes 300 tons. nweismuller fucked around with this message at 04:06 on Jul 4, 2020 |
# ? Jul 4, 2020 04:01 |
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A quick once-over indicates that the proposed Constable class would mount four primary forward guns, two secondary turrets, and no point defense, relying entirely on fleet escort frigates, for a net cost of 357 trillion credits. Any proposals for a fleet escort frigate or counterpiracy/scouting frigate along with the Constable, MechaCrash?
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# ? Jul 4, 2020 04:12 |
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For a little buddy to go with the Constable, here's how the Frigate will shake out. Duralloy armor, because of the "protect investment" thing. Fusion reactor. Doesn't do any good if it can't keep pace. (566 left.) The good computer once again. We're going with more guns. Shields, because this thing does us no good if it crumples and dies at the first sign of trouble. (466 left.) Re-engineered machinery because frigates don't have a lot of space to work with and this'll net us at least a couple more PDs. (543 left.) Battle scanner, because of the whole "what good is this thing if it can't hit the targets" issue, and PD that can't land shots isn't very defense-y, is it? (483 left.) It's kind of tempting to go for the teleporty thing, to make sure that our little buddy is always where it needs to be (either "between the Constable and whatever is slinging missiles at it" or "on the rear end of the guy on the Constable's rear end"), but without that I'll go with the safer (and less space-using) option of heavy armor. Weapons are where the math breaks down again but whatever. With 483 space, that's enough for 14 PD units. We're not going to go that hard, though. Put in at least six (leaving 279 space), then an autofire AP mass driver. I find it highly unlikely there will be room for a second autofire AP mass driver, but if there is, give it a second. Otherwise, fill the rest of the space with PD units. If the leftover room is enough for a KKV, add that. If not, add a bomb. If there's not enough for even that, screw it, we did our job. So once more, a tidy code block: code:
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# ? Jul 4, 2020 05:19 |
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A quick review of the Buddy indicates it should have one primary gun, nine point defense arrays, and a total cost of 111 trillion credits. Reliant Aerospace, as usual, has its own submissions. The Adjudicator battleship and Defender fleet escort frigate are intended to take advantage of the long effective engagement range of heavy mass drivers with a weapons arrangement that allows free maneuver while keeping guns on target so that the range can be held open as long as possible, with one or two Defenders providing a missile screen per Adjudicator. The Suppressor counter-piracy/scouting frigate as an update of the same basic concept as the Controller, taking advantage of new technology for better firepower and survivability. Usage of Foundation Metallurgical Duralloy Plus in all designs increases survivability over standard Duralloy. Suppressor-class counter-piracy/scouting frigate Reliant Aerospace spaceframe with re-engineered machinery spaces- 8 trillion credits, 725 tons free displacement Foundation Metallurgical Duralloy Plus framing and plating- 21 trillion credits Fountainhead Energy fusion reactor and Reliant Aerospace Maximum Performance drive systems- 13 trillion credits, 144 tons Republican Atlantic electromagnetic screen generator- 6 trillion credits, 100 tons 2 WSI NTAC-107 second-generation MIRW nuclear missile launch tubes and magazine stowage- 24 trillion credits, 300 tons 1 WSI ND-22 nuclear bomb bays and munitions storage- 4 trillion credits, 100 tons 2 Reliant Aerospace 'Guardian' KKV launch systems and magazine stowage- 4 trillion credits, 60 tons Total- 80 trillion credits manufacture cost, 704 tons mission equipment used Defender-class fleet escort frigate Reliant Aerospace spaceframe with re-engineered machinery spaces- 8 trillion credits, 725 tons free displacement Foundation Metallurgical Duralloy Plus framing and plating- 21 trillion credits Fountainhead Energy fusion reactor and Reliant Aerospace drive systems- 3 trillion credits, 84 tons Rainbow Optical computers upgrade and targeting suite- 6 trillion credits Republican Atlantic electromagnetic screen generator- 6 trillion credits, 100 tons Stollen Innovations high-resolution FTL sensor suite- 4 trillion credits, 60 tons 1 Drevner 'Diplomat' full-rotation heavy mass driver turret, dorsal mount- 40 trillion credits, 225 tons 7 WSI M-24 mass driver point defense arrays- 35 trillion credits, 238 tons Total- 123 trillion credits manufacture cost, 707 tons mission equipment used Adjudicator-class space superiority battleship Reliant Aerospace spaceframe with re-engineered machinery spaces-46 trillion credits, 2857 tons free displacement Foundation Metallurgical Duralloy Plus framing and plating- 71 trillion credits Fountainhead Energy fusion reactor and Reliant Aerospace drive systems- 8 trillion credits, 483.8 tons Rainbow Optical computers upgrade and targeting suite- 9 trillion credits Republican Atlantic electromagnetic screen generator- 13 trillion credits, 625 tons Stollen Innovations high-resolution FTL sensor suite- 10 trillion credits, 135 tons 4 Drevner 'Devastator' full-rotation heavy auto-fire advanced penetrator mass driver turrets, 2 dorsal, 2 ventral mounts- 240 trillion credits, 1,500 tons 3 WSI M-24 mass driver point defense arrays- 15 trillion credits, 102 tons Total- 412 trillion credits manufacture cost, 2845.8 tons mission equipment used All three Reliant Aerospace designs have battle pods and heavy armor special systems. The Suppressor also has augmented engines, while the Defender and Adjudicator have battle scanners. nweismuller fucked around with this message at 16:39 on Aug 9, 2021 |
# ? Jul 4, 2020 12:02 |
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So, the military cosplay vessels - I feel like this is a case of go big on the idea or don't go at all. If we're just going to keep them away from anything dangerous, then leaving them in their space factories is the way to goo; otherwise, I'm wanting something that can 1v1 a Pirate destroyer safely that just spawns on their face after we missed them appearing, with no chance of death. (And also spare space just for the fluff of them having places to do experiments). Regardless though, if they wind up in a frigate, I feel like they definitely need Augmented Engines - just to outrun anything that might come after them. But, onto the other ship designs! The Suppressor and Defender-class designs are pretty much dead on for what I'd suggest, so, not going to do anything there. However, in the interest of madness, Apocrypha Engineer presents the Battleship-class Hecht design, focused on heavy firepower. Duralloy Plating, Fusion Drive, Dedicated Fire Control Suite, and Electromagnetic Screens to start us off. Then we'll re-engineer the ship for extra displacements, short-range FTL sensors for more accuracy, improved armor. Now, we should have 1641.2 tons for weapon systems, and a current cost of 125 trillion credits. So, since we have five banks, let's use them all. A pair of Heavy Autofire AP Mass Drivers, then another pair without the autofire, a pair of standard mass drivers, and a pair of those AP autofire mass drivers. Shove the rest of our space into point defense, and we get four of those. So, what's the goal of installing all these different types of mass drivers? Well, first of all, these are all forward facing, for space and cost efficiency! That's part of it, and the other part is we want them firing in different rhythms to avoid overkill damage too much - important if we're facing a swarm. We park this in the back and let it just snipe from afar with it's four heavy mounts, and then if they close in, the other four start firing as well, engaging up to three targets per cycle. The final design, wherein we really don't want enemy frigates sneaking up behind us: Hecht-class space superiority battleship posted:Battleship Spaceframe
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# ? Jul 4, 2020 16:50 |
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There must have been a math error somewhere, only 3 PD mass drivers can fit in on a Hecht. With that modification, the Hecht costs 342 trillion credits. Any votes by non-designers on preferred battleship and escort frigate designs?
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# ? Jul 4, 2020 17:13 |
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The Big Constable and Adjudicator appear to have similar design philosophies. However, while the Big Constable has more firepower in an ideal situation of "there is something to shoot in front of me," the Adjudicator's full firepower is always available no matter where the target goes, and also has PD so it can at least do something about missiles itself. The Defender and Little Buddy are doing the same dynamic: the Little Buddy hurts more, but the Defender is going to have a firing angle, because its firing angle is Yes. As for the military cosplay vessels, while "go big or go home" is certainly one way to do it (I don't think Pirates ever get anything that can remotely threaten ships of this size just due to pure tech gap), the reason for not leaving them in factory ships is that all non-military ships are automatically destroyed if they are attacked without escort. A frigate will at least have a chance to run away if attacked, but right now we only have to worry about three possible things loving with our poo poo: pirates, Antarans, and humans. The pirates can't field anything that's a threat to a pair of counter-pirate frigates, there's more than enough warning for Antarans that we can get our frigates out of the system (or, if we're super desperate for firepower, time to get our leaders off those ships), and the humans have no reason to gently caress with our poo poo (for now), and we'd see 'em coming anyway.
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# ? Jul 4, 2020 17:16 |
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MechaCrash posted:The Big Constable and Adjudicator appear to have similar design philosophies. However, while the Big Constable has more firepower in an ideal situation of "there is something to shoot in front of me," the Adjudicator's full firepower is always available no matter where the target goes, and also has PD so it can at least do something about missiles itself. The key difference in philosophy between the Reliant designs and the Constable and Buddy is that the Reliant designs are expected to actively maneuver to keep the range open, trying to stay as close as possible to maximum heavy mass driver range, thus taking advantage of the fact that heavy mass drivers can effectively engage at greater ranges than other current weapons. The Constable I'd tend to use to hold position with front towards enemy, while the Adjudicator I'd use to play keep away and pepper the enemy at long range where their weapons will be less effective. The Defender is then designed so it can keep on the same maneuvers as the Adjudicator without having to turn towards enemy, and with its offensive firepower similarly set up for long range.
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# ? Jul 4, 2020 17:26 |
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I did consider some ships that put the bulk of their firepower in rear-facing mounts so it can bravely run away while lighting up the things that chase them, but that seems like it'd be a fiddly pain in the rear end to manage. If you think that's a good idea (or at least an interesting or funny idea), go ahead and swap the Constable's turrets to point backwards. It is, after all, easier to maintain long range if your good engines are already oriented to give you maximum speed away from the target. I will probably be proposing rear-facing torpedo tubes when the time is right to call for those, but while torpedoes have fantastic range and damage, they're only good on targets that are way less mobile than the things we're going to be fighting.
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# ? Jul 4, 2020 19:38 |
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I don't really like rear facings that much. 360 facings give you good movement flexibility, which rear facings... don't. I'd generally rather use front facings than rears, but like 360 turrets for long-range combatants.
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# ? Jul 4, 2020 19:45 |
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Voting for the Reliant Aerospace set.
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# ? Jul 4, 2020 23:07 |
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Theantero posted:Voting for the Reliant Aerospace set. +1
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# ? Jul 5, 2020 05:59 |
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While playing the game earlier, I learned something that will be very important about ship weapons in the future. All of a ship's gun slots fire simultaneously, but the contents of those slots fire sequentially. This is not a problem when you've only got four guns and will need multiple volleys to kill anything serious (pirates die easily, but come in ones and twos), but what I learned the hard way is that if it's spooling through all the guns in a slot, when it kills the target, it stops shooting and the cooldown has to pass before it can start shooting again. This isn't a problem if you kill it with shot two out of four. It is a huge problem if you kill it with shot seven out of sixty-two. So when we start getting to the bigger ships that can carry tons of guns, it would probably be a good idea to spread our weapons out over as many points as we can.
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# ? Jul 5, 2020 10:30 |
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All right, I'm pretty busy today- have the whole afternoon and evening wrapped up with making sure a dwarven rogue helps kill some giant murder hornets, you know how it goes- so I don't think I'll be doing uploading and writing today. I'll aim for it tomorrow. And, as of today, officially 42.
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# ? Jul 5, 2020 13:24 |
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nweismuller posted:All right, I'm pretty busy today- have the whole afternoon and evening wrapped up with making sure a dwarven rogue helps kill some giant murder hornets, you know how it goes- so I don't think I'll be doing uploading and writing today. I'll aim for it tomorrow. And, as of today, officially 42. Happy Birthday! And congratulations! You are now the answer to life, the universe, and everything!
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# ? Jul 5, 2020 18:56 |
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The Thundering Engine of Industry In OIR 2101, Mercy Biomedical, a Val-based firm, commercially released the first full abstract cybernetic interfaces, allowing seamless control of devices attached to a properly-equipped Gnolam by simple thought. Combined with the steady improvements in robotics allowed by powerful onboard optronic processors, this allowed for a remarkable range of industrial applications- remote piloting of drones in hazardous conditions for mining and construction that could have the judgement and precision of a Gnolam operator, autonomous work robots capable of operating effectively in more open-ended environments than traditional highly-controlled factory floors, and continued refinements in industrial machinery and assembly-line automation. Cybernetic interfaces also allowed for effective control of sealed body armor with servo-assisted motion that previously would have been essentially impossible to develop an effective user interface for- a boon to soldiers and other workers in highly hazardous environments who could not simply rely on teleoperated drones. A series of arrests of RIA agents were made on Skeggi in 2103, with those agents soon repatriated to the United Republic in exchange for reparations from the Republican government. Although LIIS' repeated role in the arrests of Republican agents did not pay its full operating budget over time, nonetheless a great portion of the LIIS operating budget was ultimately paid for out of Republican coffers. With long experience in spaceframe engineering, flight control systems, and deep space life support, League aerospace manufacturers steadily improved their designs. By about 2106, significant improvements in spaceframe engineering allowed League designers to squeeze greater performance out of the same displacement of ship, redundant armor layers helped protect ship command centers against easy destruction, and the small parasite shuttles frequently used for cargo and personnel transfer could be modified to accept a basic star drive and cryonic chambers to place crew in suspended animation for interstellar flight. In the direst of emergencies, personnel could escape from a disabled ship on these shuttles and flee to a system where they might expect rescue, even if the star drive capable of being mounted on such a shuttle was far from matching the performance of true starships. Over the course of the 2110s, breakthroughs in physics and materials science followed up the advances in spaceframe engineering of the previous decade. A full theory of the behavior of faster-than-light tachyon particles came along with the ability to effectively generate and detect tachyons, allowing for the first faster-than-light sensor systems. Early League FTL sensors were primarily optimised for high-resolution scans at ranges within a single system, although mounting an FTL sensor suite could still allow for limited data to be gathered from near interstellar distances. These theoretical advances came along with practical engineering refinements to established mass driver technology, helping make the weapons technology truly mature. Breakthroughs in materials science allowed for tweaks in composition of Duralloy and similar alloys that- although expensive in terms of the trace metals needed- even further increased the already formidable strength of these materials. 2119 proved a remarkably eventful year for UML security forces, with the apprehension and repatriation of RIA agents involved in intelligence-gathering on Eydin, counterpiracy operations by the Enforcer in Miract, and the destruction of pirate vessels probing the defenses of the Shimari system. With threats to Shimari cleared, Eglein continued to receive steady traffic through the Miract system, its Human minority slowly growing in size from immigration from the Republic even as some Humans on Eglein migrated deeper into the League, seeking the opportunity made available by the strength of the League's economy relative to that of the Republic. The network of interstellar trade that bound the UML together continued to strengthen, with shipping volumes steadily increasing and local specialty industries developing in response to an increasingly interconnected League economy. Larger and larger fortunes began to accrue to the great trading and logistics companies, while ordinary Gnolams saw the prices of a vast array of useful and desirable goods drop, leaving them with that small bit more of disposable income by about the mid 2120s. The League's prosperity continued to grow. Known Space and the Universal Mercantile League as of 2125 Investment and innovation have both seen rapid growth over the past 25 years within the League, which now supports an economy larger than that of the United Republic and General Oversight Combine combined. Although the League's military strength is only roughly comparable to one of either of its neighbors, the incomes of its people far outstrip those of Republican citizens or Combine workers. The Combine has announced its formal claim over a wide swath of uninhabited systems between Thraxr and its four core systems, although there are few truly hospitable planets in this wide territory. Val has become the first world to deploy full-scale mass driver-based cargo ports sending cargo containers to similar cargo terminals at the Gnol system's edge or serving the refineries over the gas giant Evorak. Passenger traffic and certain delicate items remain handled by conventional shipping, but the greatly improved efficiency of handling bulk cargo in the Gnol system to and from Val has greatly reduced transportation costs here. This growth in shipping capacity has come along with a growth in specialty export-focused industries providing goods for trade, while heavy industry on the planet has grown in output from 25 years ago despite a drop in total heavy industrial employment to about 150 million persons, thanks to heavy deployment of advanced industrial robotics and cybernetic teleoperated drones. Although most factories on Val have now been refit with high-efficiency emissions scrubbers and the residential and commercial towers of Val's cities have been refit for atmospheric sealing to keep outside atmospheric contaminants from troubling those inside, almost any expansion of Val's current industrial capacity would begin to present notable environmental challenges impacting health and agricultural yields on the planet. In an effort to address these challenges, construction is under way on vast atmospheric processing plants intended to steadily pump Val's atmosphere through them, scrubbing hazardous contaminants from the air. The world's population has stabilised at about 13 billion, and the glittering cities of Val remain the commercial center of the League and handle the greatest share of scientific and technological innovation in the League. We're finally getting to the point where we actively need to build pollution mitigation to get more industrial output out of Val without giving ourselves long-term problems. The population of Stevas has stabilised at approximately six billion, with a significantly expanded heavy industrial sector of 150 million. Advanced robotics and cybernetics greatly bolster local industrial output, while the establishment of missile-armed defensive orbital platforms has bolstered Stevas' physical security against Antaran attack to essentially match that of Val. Construction on the backbones needed for a greatly improved planetary communications infrastructure and the expansion of local corporate labs are under way, here. Tessin's population has grown to over seven billion, with growing marginalised communities emerging on the planet as the population sprawls further. Improved agricultural yields supported by active soil chemistry management and reduced energy prices allowed by industrial-scale fusion power have bolstered the standards of living of the bulk of the population well-integrated into the larger League economy and gravity generation plants have altered local gravity so it no longer takes its punishing toll on Gnolam bodies. Meanwhile, growth of planetary security forces in a thus-far unsuccessful attempt to prevent some of the criminal activities that help give rise to these shadow communities has taken place over the past 25 years. The early stages of a modernisation of the local heavy industrial base with advanced robotics and cybernetics have just begun, although they have, thus far, had little overall effect on the planetary economy. By now, Eglein supports over nine billion persons in population, with an overall heavy industrial base to essentially match that of Val. Even despite the continuing social problems with unrest and economic marginalisation on Eglein, the planet is clearly the next most important economic center of the League after Val itself, and one that now supports a research community of growing importance. Local industry has taken advantage of cutting-edge robotics, while local League member states have properly implemented the cutting-edge techniques of forensics and security measures needed to provide a layer of security against Republic espionage. A major modernisation of local communications infrastructure and research facilities is nearly complete, while major investment is just beginning in expanding cutting-edge organ cloning facilities in hospitals across Eglein. Although the growing research and scientific community on Eglein has narrowed Navok's lead, Navok remains the most important center of research and innovation in the UML beyond Val. The population has slowly grown to nearly four billion, while industrial fusion planets help support the somewhat underproductive heavy industrial sector and a major Naval recruitment, training, logistics, and defensive base in orbit over the planet helps support Naval operations in Guad. Eydin has over eight billion persons in population, with a modern robotic industrial base to match Eglein's and overall economic output not far behind the older colony planet, although it has a smaller and less developed research sector. Agriculture on Eydin has seen both growing employment and development of the chemical industries needed to support active soil chemistry management, both of which have greatly reduced local food prices for the local population. Construction on the first major mass-driver equipped cargo ports beyond Val has started here, expected to form another major link in shipping across the League, while manufacturers focusing on exports have begun stepping up operations as transport costs here are steadily pushed down by the improvement in cargo port capacity. Teziv, despite a population that does not yet reach six billion, now supports a heavy industrial base more productive than that of Val itself, even if this is only one sector of its economy. This is made possible by the implementation of cutting-edge robotics in local industry, the immense productivity of local mines, between the planet's natural abundance and the massive mining projects maintained by local mining firms, and the completion of gravity generation plants that adjust local gravity to a more comfortable level, allowing both a more pleasant life for the local population and more productive work here. Agricultural chemical industries have been established here, bolstering a growing agricultural sector feeding the hungry populace. A complex array of reprocessing industries to extract every scrap of value from first-stage waste here has begun to be established- with the super-abundance of resources on the planet, initial refining still often leaves ore-grade byproducts behind. These reprocessing industries may well allow for a massive expansion of the local industrial base as the population grows. Sluyen's population stands at barely under seven billion. Bolstered agricultural yields, industrial fusion, and the establishment of gravity generation plants have greatly benefited the local population, while the local governments here have expanded security forces in response to growing troubles with crime and disorder. Local security forces have, so far, kept ahead of these problems, but law enforcement on the planet has a sense that the situation could change at a moment's notice. Skeggi's population has grown to just over four billion, the last inhabited world in the League to lack the needed gravity generation infrastructure to correct for local high-G conditions. Local security forces have been established, as have major industrial fusion plants and agricultural chemical industries supporting the vital heavy industrial and agricultural sectors and helping maintain a generally productive economy here. Construction on the gravity generation plants needed by the local population is under way. Slowly improving operational efficiency in LIIS and the improved support from local security on Eglein has led some analysts within LIIS to believe that the security situation in the League may be slightly better than 25 years ago. If it is, the overall effect is subtle and difficult to measure. Educational institutions within the League have been making great efforts to ensure that they have access to the latest research and that academics remain properly trained and up to date in their fields, while continuing training and certification programs to recertify individuals working in technical fields help keep people up to date. Improvement in basic education for the general population has slowly helped cultivate a population more generally aware of the fundamentals of the sciences and liberal studies, helping individuals easily contribute to the continuing culture of innovation of the League. Proposals for the Universal Mercantile League Research Proposals With the improvements in data-gathering made possible by tachyon sensors, Gnolam physicists have hypothesised that it may well be possible to adapt gravity-manipulation technologies to greatly mitigate the immense stresses of travel along the unstable hyperspace conduits out of the local quadrant, allowing for travel to the unexplored coreward portions of the galaxy. To confirm this hypothesis, however, would require both improvements in gravity-manipulation technologies and access to even more processing power made possible by more advanced optronics. Improved gravity manipulation could assuredly allow for a new generation of defensive screens that make use of both gravitational and electromagnetic elements, and large-scale adaptions of screen technology that could protect planets from hostile bombardments and intense stellar radiation, while improved optronics, on top of their needed role for future scientific advancement, would be valuable in consumer and entertainment markets- desperately demanded on a number of the more populous colony worlds- as well as for Naval fire control. Development of a new generation of star drives would be relatively straightforward and provide obvious benefits, while continued refinement of League political institutions to help address the challenges of its continued expansion to new stars and new planets could help ensure a tightly-integrated, united League into the future. Please vote between Magneto Gravitics, Optronics, Ion Fission, and Advanced Government for our next research target. Investment Proposals- Val As educational techniques continue to be improved across the League, Val's contributions to League innovation are only likely to increase. This would, however, involve a fairly massive investment in existing schools and universities on the homeworld, likely to delay future colonisation missions. Please vote on whether we want to set up our new and very useful Astro University on Val before or after our next colony ship. Investment Proposals- General Growing access to investment capital across the League requires some channel in which to invest it. Potential major projects include modernisation of heavy industry and robotics on Tessin and Sluyen, major upgrades to education and the sciences on Val and a new colony mission from Val, work to accelerate development on Teziv so that it can become a major new shipbuilding center, or new efforts to convince interests within the United Republic to launch a suite of joint research projects. Please vote between sinking our money between industry on Tessin and Sluyen, getting an Astro University and new colony ship on Val, accelerating Teziv's development, or seeking a research treaty with the Republic. Naval Appropriations- Refits A recent Naval design contest has led to the approval of several new ship designs for Naval use. It should be possible to refit the old Controller counter-piracy/scouting frigates and the Protector fleet escort frigates to the new, more effective Suppressor and Defender standards. Please vote yea or nay on immediate modernising refits of our frigates. Naval Appropriations- Fleet Expansion The Navy has not commissioned new mobile hulls in quite a long time, the whole of its increased strength over roughly the past century having come from improved fixed defensive installations. The Assembly could, potentially, approve the budget for a Naval expansion. A conservative expansion would limit new hulls to two new escort frigates to reinforce existing task forces until current civilian projects on Val are completed. Larger appropriations would be a major investment diverting resources from development of Val and Stevas, but would allow for the construction of two new Adjudicator-class battleships, more powerful than any ship yet fielded by the League. Such battleships will doubtless begin construction at some point, but a more conservative program would draw resources from the civilian economy at a less troubling rate and let current civilian projects be completed on schedule. Please vote for no Naval expansion at this time, conservative Naval expansion, or major naval expansion. Major naval expansion, be fairly warned, will be EXPENSIVE and delay valuable projects on Val and Stevas. LIIS Appropriations LIIS' leadership is largely content with its current resources and staffing, but could certainly find something useful to do with the budget if the Assembly approved a modest expansion of the service. Please vote for no or one new LIIS field team. With new industrial technologies has come new prosperity and productivity for the League. The Gnolam people- and the minority of Humans who by now have integrated into League society- set to build a better tomorrow with the tools now available to them. nweismuller fucked around with this message at 16:49 on Aug 9, 2021 |
# ? Jul 6, 2020 19:56 |
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For our Research Proposals, I say Advanced Government. A smoother, more effective bureaucracy will help with issues. For investment proposals on Val, I saw we get the Astro University up before the ship. In the long run, the new colony will provide better results, but the Astro University will provide a nice chunk of research now. For general investment on where to splash our considerable cash, I am thinking get Teziv running. It's only a Small planet, but it is Ultra-Rich. I think that Large and Huge planets that are at least average for mineral richness can have better output, but it takes a while to get to that point, and I also think that you can't sustain that level of output without wrecking the local biosphere, so Teziv should be able to produce nice chunks of whatever we want them to produce. Eventually. For refits, Yes to refits. The costs in terms of money shouldn't be too bad, it's mostly going to be the costs in terms of time getting them somewhere that they can be refit that's an issue. Honestly, you could probably just slap new shields on your counter-piracy frigate and call it a day, but let's do it up proper so that it's remotely useful against things that aren't pirates. Not that I expect this to happen, but better to be prepared. Which brings me to fleet expansion. Much as it kills me to not say BUILD ALL THE BIG SHIPS, pirates will easily be pushed over by Suppressors, and Adjudicators will only be remotely required if you pick a fight with Humanity, and even overlooking your stance on unprovoked aggression, waging war is expensive. Unless your goal is purely "get these fuckers out of the galaxy so they aren't competing with me later," which just requires a bunch of bombs, you're going to need a fuckload of troop transports. Or colony ships to follow in the wake of planets where you explosively evicted the former tenants. Which is a long-winded way of saying conservative ship expansion, because the humans aren't loving with you yet, and if you aren't running near the CP cap pretty much all the time, you're asking to get invaded. You don't need to position the ships aggressively, but you do need to have them. And if we wait on building them, we can build them quicker and with better components. Not only will I vote get another tream for spies, I am still in favor of deploying them. Alpha looks to be about to hit level 4, I think maybe we should go snooping around in the human databases and see what shiny new tech they have... Or we can just call them up for negotiations and see if Exchange Technology is lit up, and if it is we send in Alpha to steal poo poo until it isn't.
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# ? Jul 6, 2020 21:14 |
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MechaCrash posted:Not only will I vote get another tream for spies, I am still in favor of deploying them. Alpha looks to be about to hit level 4, I think maybe we should go snooping around in the human databases and see what shiny new tech they have... At this point I think no matter how nice we want to be, we've dealt with enough of their spying that turnabout is fair play. Besides, worst case we just trade them one of theirs for one of ours at this rate.
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# ? Jul 6, 2020 22:34 |
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That actually brings up a good point. Have we tried the "stop spying on us" declaration? If we're going to do that, then I would change my vote on naval expansion to fast-tracking the big ships, because I would very much like to have a plan B in case their response is "gently caress you and the horse you rode in on."
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# ? Jul 7, 2020 00:31 |
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MechaCrash posted:That actually brings up a good point. Have we tried the "stop spying on us" declaration? If we're going to do that, then I would change my vote on naval expansion to fast-tracking the big ships, because I would very much like to have a plan B in case their response is "gently caress you and the horse you rode in on." I have not. I'm not entirely convinced declarations can even work without you having a really convincing military advantage over the state you're declaring on, and so am not going to block off my diplomatic options by issuing one I know won't work over espionage that hasn't actually hurt anything.
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# ? Jul 7, 2020 00:50 |
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To be honest, I feel like the Gnolams would have several companies monetizing the regularity of reparations payments for repatriation of captured spies by now. Why cut off such a great source of profit and funding?
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# ? Jul 7, 2020 03:59 |
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Looks like the Gnolam on Sluyen decided to recreate Japan. GlassEye-Boy fucked around with this message at 05:48 on Jul 7, 2020 |
# ? Jul 7, 2020 05:45 |
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requesting lorepost on gnolam anime
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# ? Jul 7, 2020 06:08 |
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Cat Mattress posted:requesting lorepost on gnolam anime Pretty Magical Venture Capitalist Silla?
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# ? Jul 7, 2020 13:01 |
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# ? Jun 11, 2024 10:50 |
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Radiological Engineering, Restricted posted:"As we spread to more and more world, we discover more and more elements, approval has been given to restart your department, with a limited budget. Stockpiles are directed to be drawn from ER&D projects with moderate prioritization, to attempt self-sustained 'magnetic bottles' for fuel components, with radiological sinks in an attempt to actualiize power generation... Ion Fission, because we always love a new good star drive. Apocrypha Engineering Internship Program posted:"Do you dream of the stars above? The future is no longer on Val alone. After millenia and reaching the other worlds, science makes discoveries in decades on the scale that once took centuries. Astro University, because we need more interns and the science is just that good, even though I usually have an incurable urge for more colonies. Product Support posted:"...reports of *losing* a new auto-miner are exaggerated. The problem is in product configuration. Seeking out element 483 is....yes, you said there weren't any on your planet, but there veins of 483 are lined with 527 and 613 in a Aularkey-like pattern. Your planet has those. Yes, I know it's 229 inside, not 483, and that's interfering with the signal wa-look, it'll automatically return in two days. Take more time to read the manual next time, and don't just override the settings to 'seek element if not found' unless if you are an accredited Ecogeologist." Industry on Tessin and Sluyen, to help get a broader manufacturing base going. Tactical Report posted:'...reports are that scientists are expanding on their efforts to travel hyperspace conduits previously only accessible via Bastion-grade vessels t hat were impractical for any but highest-value vessels. With this, security concerns are rising; trade maintains a strong bond with Meklar and Human, but unknowns remain on the sides of many systems, and current naval strength is only a check to the races we are aware of. LIIS funding continues to be sufficient at current level, with reports of additional Human infiltration attempts being more profitable for us, but when gaps are traversed... Yea on refits, and a conservative naval expansion. We're about to meet a lot more new people, some of which are going to be into more aggressive economic strategies. Like looting. And One more LIIS team, we have a second
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# ? Jul 7, 2020 15:13 |