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jng2058
Jul 17, 2010

We have the tools, we have the talent!





Science, Biology, Military Exploration

We can't do anything important until we reach the stars, that must be our first priority. We also need people to send there, thus biological research should be next. Finally, while a civilian exploration will almost certainly produce quicker results, in the long term a more versatile military approach will in the end prove more efficient.

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jng2058
Jul 17, 2010

We have the tools, we have the talent!





We here at Galaxy Technologies would like to thank the representatives of the Ship Design Subcommittee for considering our proposal. It is our great pleasure to introduce the Archer Class Missile Frigate.

Archer Class Missile Frigate
Basic Armor and Drive (10p)
Augmented Engines (10p)
3 Nuclear Missiles (12p)
1 Nuclear Bomb (4p)
1 Point Defense Laser (1p)

Total Cost: 37p

The Archer class is a versatile power projection platform capable of succeeding at any mission that could reasonably be assigned to a vessel its size. The high speed augmented engines allow it to stay out of range of purely beam weapon armed opponents who will not be able to answer against the nuclear missile primary armament of the Archer. Against missile armed vessels, the Archer can engage for as long as safety allows, then withdraw with a boost from her engines if a retreat is called for. The point defense laser will extend the Archer's viability in a missile environment, though we must caution that the laser will only hinder, not defeat entirely any large missile volley. The addition of a nuclear bomb gives the Archer valuable ground attack ability, while the vessel's high hyperspace speed makes it an excellent scout, exploration vessel, and patroller.

In short, when compared to the Defense Department's "Frigate class", the Archer is able to respond quicker, explore better, as well as engage ground targets in a fashion that the Frigate cannot. While acknowledging that the Archer would be at a slight disadvantage in a pure missile duel with the hypothetical Frigate as the latter has twice as much point defense, the fact that the Archer can complete many more missions for only a slight increase in cost makes the Archer the efficient choice for our fledgling navy.

Once again, we would like to thank the committee, and Senator Doran in particular, for considering GalTech's proposal.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Senator Pen Doran, voting record:

Voted AYE for the establishment of an Asteroid Lab in the Sol System.

Voted AYE for the prioritization of Biospheres over Hydroponic Farms.

"It was the scientific community that brought us to the stars. We should support their quest for knowledge as best we can."

Voted AYE for the production of the proposed Archer Class Frigate.

"Senator, is it true that you only voted for the Archer because GalTech has their headquarters in your sector? And indeed, as GalTech is also a significant player in the Republic R&D sector, that your votes for research bills is encouraged by them as well?""
"Of course not. While I of course admire and appreciate the tax revenue that GalTech provides the Republic in general and Senate Sector 31 in particular, my vote was, as ever, purely decided by data analysis of the relevant facts and not some undue influence pushed on me by GalTech."
"And what about the rumors of the GalTech funded 'informational visit' to the notorious 'Pleasure Moon' orbital casino?"
"..."
"Senator?"
"...I'm sorry, I'm late for a committee meeting. Excuse me."
"Well, that was Senator Pen Doran of the Republic Advanced Technology Party as he left his offices in the capitol. And now sports!"

jng2058
Jul 17, 2010

We have the tools, we have the talent!





Theantero posted:

The Archer is a decent choice, but it could fit one more PD laser, couldn't it? So why not chuck that in?

Unfortunately, while that would seem to be the case on paper, there seems to be a practical problem with the power conduits that make this impossible. I assure you that our engineers have tried their best.

The game uses some goofy math including decimal points for some drat reason, and you end up juuuuust barely over if you try to put in the second PD Laser. :shrug:

jng2058
Jul 17, 2010

We have the tools, we have the talent!





We respectfully disagree with the representative of the Crazycryodude Coalition. In an environment where we do not know what we will be facing, a versatile ship that can handle any mission is by far the best option. It is when we have a confirmed opponent and information about who and what we are facing that we can and should specialize our forces. Until then, a general design will serve the Republic best.

jng2058
Jul 17, 2010

We have the tools, we have the talent!





No more so than having a ground target that we can't attack. Worse, even, because a missile armed ship that carries a bomb can still fight a space battle, where-as a bomb-less ship is useless against ground targets.

Unlike MOO1 or MOO2, you can't attack ground targets without bombs. At all. No more "just fire the missiles at 'em" from the earlier games. This is compensated by the fact that the old planetary defenses are now orbital stations that can be attacked by shipboard weapons, but if you need to take out a ground target you need a bomb.

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jng2058
Jul 17, 2010

We have the tools, we have the talent!





Crazycryodude posted:

It's been brought to my attention that I'm an utter dunce and forgot that pirate bases can only be destroyed with bombs. Now, in my personal experience pirates have pretty much never been a major concern and I still think the tonnage is best used otherwise but putting bomb bays in early designs makes quite a bit more sense than I initially judged. Apologies if I gave the impression that I was trying to mislead anyone, I just forgot that pretty major mechanic (though in my defense I rarely manage to play a game for more than 45 minutes before bouncing off as I explained earlier, so please don't interpret me having played the game as saying I know a lot about the game).

I was trying to reference that without giving it away as a spoiler, but now that we're talking about it Pirate Bases aren't a threat. They're a RESOURCE. Every time you blow one up, you either get 40-60bc which is nice, or one free Population point which is great! What's more, if you ignore the system once you've bombed the Pirates, they regrow in a few turns. A single Archer, which is designed as a pirate hunter (Pirates have only lovely blasters as guns and can't catch an Archer with Augmented Engines before they get nuked out of existence) posted one jump point away from a pirate system can harvest pirate bounties every 10-20 years or so, which is a great source of income and population, particularly in the early game where both are scarce. And if you want to colonize the system the pirates are spawning in, that's fine, they'll show up a little farther out eventually. In which case a single speedy Archer can intercept the attack fleet and go bomb the colony. Furthermore, a high speed warship, even a lowly Archer, can be critical for playing Jump Point Blocker, which is critical if you're trying to mark out as much territory for yourself as possible. But we'll get to that, I'm sure.

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