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my dad
Oct 17, 2012

this shall be humorous

jng2058 posted:

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

This is a good idea. It's got decent weaponry, it's good at getting where you want it when you want it, it's good at getting the hell outta dodge if it runs into something it can't fight, and it has ground combat capability that may turn out to be surprisingly useful.

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my dad
Oct 17, 2012

this shall be humorous
Oh, that reminds me:

https://www.youtube.com/watch?v=QEJ9HrZq7Ro&t=16s

:v:

my dad
Oct 17, 2012

this shall be humorous

Poil posted:

What did he expect after putting it out to contractors?

https://www.youtube.com/watch?v=aXQ2lO3ieBA

my dad
Oct 17, 2012

this shall be humorous

Libluini posted:

Just because occasionally a hit will miss doesn't make our laser cannons "inaccurate", especially compared to a missile-ship which can see its entire DPS drop to zero when its missiles get torn apart by PD.

Ah, yes, point defence.

https://www.youtube.com/watch?v=NHaJYkh64cg

:v:

my dad
Oct 17, 2012

this shall be humorous

jng2058 posted:

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.

Pretty much this. With a specialist ship we're at risk of a "Oh, I wish the ship had X installed" light years away from Earth, which we aren't with a generalist ship. And if we run into something that is a direct threat to Earth's safety, well, then the ship is going to be heading for Earth anyway, and it's a lot easier to retool the ship when it's in Earth's orbit than when it is in outer space.

my dad
Oct 17, 2012

this shall be humorous

nweismuller posted:

You can whip up new designs at any time, although at this time we're limited to three active classes of warship. Because production switching isn't a thing in this game, new designs would have to start construction from scratch.

It should be noted that existing ships can be instantly changed to any design using the same ship size, as long as you've got the cash for it.

my dad
Oct 17, 2012

this shall be humorous

jng2058 posted:

I was trying to reference that without giving it away as a spoiler, but now that we're talking about it

same

my dad
Oct 17, 2012

this shall be humorous
I'll go against the current concensus and suggest the farms. They constitute a 50% boost to our growth, while the factories only present a 33% boost to our production. :v:

Economics - Until we start seeing evidence that we'll need more advanced warships, we should focus on other matters.

Colony ship first.

Tarazad Terran world is a no-brainer.

my dad
Oct 17, 2012

this shall be humorous
Scanners.

my dad
Oct 17, 2012

this shall be humorous

TheGreatEvilKing posted:

So are scanners 100% the optimal choice here? I was going to recommend computers as I find energy weapons keep missing, but we're using missile ships so I honestly don't know.

I mean, you absolutely want some basic accuracy if you want to use beam weapons, but we're using missiles right now and there's better accuracy techs down the tech tree. Also, we're still in the very early game where the scanner bonus can actually be a huge deal if you do decide to rush the tech.

my dad
Oct 17, 2012

this shall be humorous
Research:
Private Funding because :science:

Military:
Yea on 1(one) new ship, of the Archer class
Nay on the Starbase for the time being

Colonisation:
No population transport - Build a second colony ship after the bomber and instead jumpstart our Paradise colony by purchasing a relevant structure or two there.

Diplomacy:
Establish diplomatic relations with the bears and sell them some stuff lest they decide to take it.
Do NOT trade away our ECM while we're still relying on missiles for our fleet.

my dad
Oct 17, 2012

this shall be humorous

Libluini posted:

A single hit by PD can down a missile! I didn't know our nuclear missiles where that vulnerable, we should eject our missile-designs for the time being until we get better missiles.

Emphasis on "hit". Remember, early game, poo poo accuracy.

my dad
Oct 17, 2012

this shall be humorous
By far the most terrifying thing in the entire Master of Orion series is seeing a fleet of Bulrathi troop transports heading for one of your planets the turn after someone stole your powered armor technology in MoO1. Antaran bio-weapons and horrific brain-parasites don't really compare to that. :v:

You see, in MoO1, you didn't necessarily need to defeat an enemy fleet to attack the planet below. Your troop transports would (offscreen) try to run past the defenders after the battle, taking losses but usually being able to bring some troops down, and if if those troops happen to be Bulrathi, well...

my dad
Oct 17, 2012

this shall be humorous


The hag's gifts are generous to those who revere her.

my dad fucked around with this message at 14:30 on Oct 6, 2016

my dad
Oct 17, 2012

this shall be humorous
Speaking of which, someone is making a remake of the original Master of Orion, with all the gameplay the same, but a lot of graphics and quality of life improvements

So instead of this:



You have this:




There's ground combat artwork, too.



Look at those Silicoids getting owned. :3:

It's expected to be complete in 2017

my dad
Oct 17, 2012

this shall be humorous
The artwork and the general theme of nuMoO is heavily based on MoO, while the gameplay itself is mostly an update of MoO2 mechanics.

my dad
Oct 17, 2012

this shall be humorous

Libluini posted:

Well, of course. Which is why I started with "From my viewpoint". The viewpoint of someone tainted by starting with the third game. Someone who never got enough interest in the older games to try them. Someone so imprisoned by nostalgia for MO3 he is forever lost.

I mean, I understand you, I'm a big fan of flawed games that had the potential to be more. Freelancer comes to mind. From what I've seen in your MoO3 LP, the game has some great ideas, it's just that the execution is...

Yeah...

my dad
Oct 17, 2012

this shall be humorous
Finish research, move on to private funding for :science:

Nay on the new ship. I'm pretty sure we'll have more than enough things to build for now
Nay on the spy center. It can wait until we get a bit more advanced manufactoring and research on Earth.

Military deployment: Go scout more. The Bulrathi can handle themselves.

my dad
Oct 17, 2012

this shall be humorous
Fun facts about neutron guns in the first two Master of Orion games:

Neutron guns in MoO1 were also the first post-laser beam weapons. They had the advantage of halving enemy shield effectiveness, and doing 2-5 damage instead of 1-4 lasers did. They were an excellent early game weapon for the Alkari race, since it was relatively easy to miniaturize them enough to fit on fighters, and there was no early-to-midgame enemy who could completely shrug that weapon off. With enough miniaturization techs, they can last you a long time.

Neutron guns in MoO2 were an early midgame beam weapon that had decently high attack, but were somewhat bulky and lacked fast fire and point defence capabilities many other weapons had. They did have 2 things going for them: They were one of the earliest weapons that did a high amount of damage in a single attack, and therefore couldn't be hard-countered by shield damage reduction (though you still had to bring enough of them to deplete the shields, of course). Also, as was suggested in nweis' lorepost (and not working in nuMoO), they killed the targeted ship's crew if they penetrated shielding. Since ship boarding was a thing in MoO2, this could be extremely useful in some circumstances - you could steal ships of factions that had superior technology and scrap them for a chance of stealing that tech.

Neutron guns and ship-to-ship teleporters provided one of the critical stages of the MoO2 gimmick build I call the "Bulrathi Pain Train" (alternatively, 40k fans can call it WAAAAAGH) - your racial picks are a modification of the Bulrathi template, taking High Gravity (primarily for the +1 hitpoint for every soldier, but the planet settling bonus can be nice), Subterranean (the extra population per planet is really important for having an economy that isn't a complete disaster, +10 ground defense ain't nothing to sneeze at), +20 ground combat skill (works in space too), warlord (you will be relying on a large fleet of cheap ships, and will NEED the extra command points, and also, your planets will be hilariously hard to occupy, and the extra troops provide a buffer against bombing to some degree), Repulsive (you aren't going for diplo victory with this build, that's for sure), and Feudal (your science output will be in the gutter, but primary point of the build is to go around this - by looting the science from your fallen enemies)

This build is highly reliant on the quality of your starting system. If you're on higher difficulties and don't have at least one rich planet in your home system, restart. Do the early game research as best you can, and do colonize stuff in your system before getting the freighter tech. You colonies can't go below 1 pop, and that 1 pop can still build stuff, including stuff that builds other stuff. Once you've got soil enrichment, pollution processor, and supercomputers, get powered armor (+1hp), fusion drive, and assault pods. Now each of your destroyers can (with battlepods) get reinforced hull and 3x4 assault pods each, in theory being able to capture 3 enemy battleships (though point defence usually means you can reliably capture 3 battleships per 2 destroyers). Scrap the spare battleships to get tech and cash, and use the rest against the AI. Take their planets (hint: this will be very, very, very easy to do) and steal even more tech. Once you've secured an acceptable amount of planets, research neutron guns, antimatter drives, and teleporters - your enemies should have actual, working point defense by this point, which means you'll need a different way of boarding them. And hey, this is just about the time for the Antarans to show their ugly faces. :v:

Warning: This will NOT win you games against human players. But it's really drat fun to use against the AI

Did I mention that we shouldn't piss off the big angry space bears if we don't have to? Let's not piss off the big angry space bears. :v:

e: there's an nweis' lore post at the end of the last page

my dad
Oct 17, 2012

this shall be humorous

AJ_Impy posted:

We have had a vision of what may come to pass. Make ready, and let's see if we can rewrite history in Bulrathi hull wreckage. :black101:

The Hags warned us. :v:

Hell, if we survive, it'd be a good explanation for why the Bulrathi would relatively quickly accept human rule if we end up defeating them.

my dad
Oct 17, 2012

this shall be humorous
I would suggest, if resources permit, to focus efforts on the offensive capabilities of the destroyer, while offloading point defence duty to highly mobile specialized frigates.

my dad
Oct 17, 2012

this shall be humorous
Here's my designs, if I got the numbers right:

Schiltron class escort frigates:

Shield (100 displacement) - the extra health is just too good of a value not to add this
14 Defensive KKVs (420:420:) - the crucial part of the ship's design, intended to mulch the enemy missile output cost-effectively
2 PD lasers (40.8) - cramming them in the get as much use from the space as possible
Total: 560.8 displacement

(heavy on AMRs because our accuracy is poo poo, no augmented engines because these ships only really need to keep ahead of a small number of destroyers, so mobility doesn't matter all that much)

Catapult class missile destroyer:
Shield (250 displacement) - the extra health is just too good of a value not to add this
6 nuclear missiles (600) - the meat of our damage output
2 Defensive KKVs (60) - using up the remaining space to help deal with missiles that make it past the escorts
Total: 910 displacement

Reminder: Our beam accuracy is poo poo, and the enemy isn't using ECM

my dad
Oct 17, 2012

this shall be humorous
MD Design Bureau would like to point out that stationary defenses did not, in fact, prove to be a major obstacle to missile focused Bulrathi designs. The Catapult is a solution to the burning problems we are facing now, and by the time we are to go on the offensive, our scientific progress may allow for designs better suited for offensive action than anything we can produce now.

my dad
Oct 17, 2012

this shall be humorous
MD design bureau would like to point out that the Pinaka sacrifices strategic mobility, which reduces its capabilities as a pirate hunter and scout, especially in comparison to the Longbow design.

(I'd like to keep a no-nonsense feel to MD posting. Keep in mind, what I post may well be nonsense, but it will always take itself with utmost seriousness. :v: )

my dad
Oct 17, 2012

this shall be humorous

wedgekree posted:

Voting for the Catapault design and for the Schiltron Proposals for our main fleet component. The combination of stand off artillery and a dedicated pure escort craft will make for effective fleet engagements. The enemy won't be able to close the distance to engage while getting shot up, and the escorts can shoot down anything targeted at them.

For the anti-piracy vessel prefer the Longbow as it seems to have more flexibility.

Yup

my dad
Oct 17, 2012

this shall be humorous
On a moderately-related note, my great-grandfather ran into an adult bear in the woods and was so terrified by the experience that he lost the ability to speak for a year. On the bright side, it did help for some very realistic playing dead. :v:

e: If we're building a Huscarl, wait. If we're building a Davy Crocket, go early.

Industrial expansion, Huscarl, molecular manipulation

my dad
Oct 17, 2012

this shall be humorous

Crazycryodude posted:

(Wait what's the logic behind voting for molecular manipulation our fleets don't use missiles and pollution isn't a pressing problem yet?)

(Merculite missiles are a really drat good, and would present a second opportunity for more missile-heavy designs in addition to massively improving our defensive structures)

my dad
Oct 17, 2012

this shall be humorous

Crazycryodude posted:

Sure but those are more long-term benefits I figure we'll want to be able to invade first.

Don't underestimate the improvement to defensive structures. It would mean that the Earth is 100% safe, even with our fleet busy elsewhere, and we could rely on newly built defensive installations to do a much better job holding the line in case our fleet is lost in a battle with the Bulrathi.

my dad
Oct 17, 2012

this shall be humorous
I mean, there's that dude from Bosnia who was all over the world news for fighting off a bear with his bare hands, before finishing it off with a hatchet, but I don't think it's worth naming ships after him. :v:

my dad
Oct 17, 2012

this shall be humorous
We can keep those Bulrathi bearly contained if we bring their presence down to their home system, and then built defensive stations on opposite ends of the wormholes. :v: All we need to do is colonize a planet in both of the connected systems.

e: It'd be hella simpler to just permablockade Ursa, but where's the fun and the risk in that? :v:

my dad fucked around with this message at 01:17 on Oct 14, 2016

my dad
Oct 17, 2012

this shall be humorous
And so, the representative of the Palatinate district began to speak:



Citizens of humanity, on this day we mark a transition. For over a hundred years, the Republic stood as the crowning achievement of civilized beings. Sure, there were those who would set us against one another, but we took arms to defend our rights, and ensured the unity of humanity. Yet in our constant introspection of our society, we never expected the real threat to come from outside.

The Bulrathi hoped to unleash their destructive power against the Republic by destroying our outposts and usurping control of the skies above Paradise. The aims of these would-be tyrants must be valiantly opposed by our navy, who shall be tasked to contain the enemy presence to the Ursa system and quell Bulrathi aggression over all other worlds. The remaining Bulrathi ships will be hunted down and defeated. Any orbital facilities will suffer the same fate. These are, indeed, trying times, but we will pass the test. This attack on our way life has left us scarred and afraid, but I assure you that our navy's resolve has never been stronger. I say again, the Bulrathi will be defeated, and their plans of conquest will be foiled. We stand on the threshold of a new beginning!

In order to ensure the security and continuing stability, the Republic will need to be reorganized, for a safe and secure society. By bringing the entire galaxy under one law, one language, and the enlightened guidance of one ruling body, the danger of authoritarianism that plagues the galaxy will never take root in our most serene Republic. A strong and growing military will ensure the rule of law. Under the Republic's rule, our most cherished beliefs will be safeguarded. We will defend our ideals by force of arms. We will give no ground to our enemies and we will stand together against attacks from within or without. Let the enemies of the Republic take heed: Those who challenge our democracy's resolve will be crushed!

We have taken on a task that will be difficult, but the people of the Republic are ready for the challenge. Because of our efforts, the galaxy will trade war for peace and anarchy for stability. Billions of intelligent beings will be able to look forward to a secure future. The Republic will grow as more planets feel the call, from our humble beginings here on Earth, to the wilds of unknown space. Republic citizens must do their part. Join our grand star fleet. Become the eyes of the Empire by joining the intelligence services. Travel to the corners of the galaxy to spread the principles of democracy to barbearians. Build monuments and technical wonders that will speak of our glory for generations to come!

Our starship troopers will tackle the dangerous work of fighting our enemies on the front lines. Many will die in their devotion to the Republic, this is true! But these brave citizens of the Republic will eagerly wish to set themselves as a valiant example for the rest of us. The new order of peace will triumph over the shadowy secrecy of shamful magicians and ruthless brutality of alien despots! The direction of our course is clear. Our navy must lead the Republic to glories beyond imagination. We have been tested, but we will emerge stronger. With the destruction of the feudal warlords of Ursa, we shall move forward as one people - the sovereign citizens of the first Galactic Republic. We will prevail. A future of peace begins today!

my dad
Oct 17, 2012

this shall be humorous

Crazycryodude posted:

Don't think so (I've certainly never seen one but then I really just don't use bombs in the first place), that seems like it would make it way too easy to invade planets. Just ticking the box that says "only kill infrastructure" and glassing the place would kill off any defenses so you can take it with one Marine but leave all those precious pop units untouched - collateral damage against civilians is a necessary balancing mechanism. Plus it doesn't really make sense to somehow be able to nuke the hell out of a planet's industrial base/military infrastructure and not hit the large cities said targets are presumably in/near.

However, the game allows you to do the opposite. Virus bomb the planet, and then resettle it with your species without damaging all that delicious infrastructure. :v:

my dad
Oct 17, 2012

this shall be humorous

nweismuller posted:

Yeah, the Bulrathi Empire's planning on this war was perhaps a bit half-baked, and we're going to have a chance to turn it around before they gain anything from it. Once they start suffering some pain from their little 'adventure', I'm sure they'll be willing to go to the table to restore the status quo ante bellum, maybe with a touch of reparations on top. Every year we're not trading is a bad year for us, after all.

Not before we claim at least one colony they own. :colbert:

(I'd like an excuse to get some Bulrathi pops to mix in with our bland old humans)

my dad
Oct 17, 2012

this shall be humorous
Private funding will help us get everything else faster, and remove the risk of losing the tech race to the Bulrathi. (4x, science, you know how it goes)

Two Huscarls - we'll need a better screening force against missile fire. The longbow can then move on to protect our colony ships. There's no point in building troop transports before we ensure that we can actually take on the Bulrathi in fleet-to-fleet combat that isn't a turkey shoot.

Offensive military action, but without hesitation to withdraw if needed - The sooner we can take the fight to the Bulrathi, the better. If we encounter a situation in which our fleet is at a significant risk of losing, we should retreat and try to lure the Bulrathi to fight us within range of our static fortifications.

Offensive espionage - If we are to conduct the above, we need to know what we're up against at all times. And we have yet to see evidence of Bulrathi infiltration attempts on human colonies.

Marine barracks - A strong military presence will help Paradise avoid the mistakes of the past. No need to finish working on the missile base until Paradise starts being under threat again. Long term, a star base will, of course, be needed, but our logistics are sufficient at the moment.

my dad
Oct 17, 2012

this shall be humorous
Question for nweiss:

Did we retrofit our existing Longbow to use the newer missile designs? If not, when will it become possible?

my dad fucked around with this message at 22:30 on Oct 17, 2016

my dad
Oct 17, 2012

this shall be humorous

nweismuller posted:

None of our existing ships are missile boats; I have updated our pirate-hunter design to use the new missiles, however.

Heh, answered while I was editing the question to make it more specific. :v:

my dad
Oct 17, 2012

this shall be humorous
Aggressive, yes (the shield-piercing weapons are real nice if you can convince the enemy to use shields :v: ), Sunrise (but I'd go with Bobbin's RNG suggestion if he has one. :v: ), Segel, genetic engineering, basic data-gathering

my dad
Oct 17, 2012

this shall be humorous
Nothing wrong with it, I'm actively cultivating a following of people who mindlessly agree with me, for the sake of the Republic and its future of course. Speaking of the future, I see a great one ahead of you, citizen.

my dad
Oct 17, 2012

this shall be humorous
MD Design Bureau wishes to point out that some degree of arms specialization is required. Plans are being developed as we speak, but general guidelines are as follows:

Main offensive capabilities of the fleet should all be of the same general types.
  • Option A - Overwhelming missile barrages. Bring as many missiles as possible to overwhelm the enemy point defence. The logic behind the Catapult design. Needs to destroy shields first, vulnerable to point defence and ECM, homes in making it difficult to dodge, constant damage regardless of range, the highest DPS at medium-to-long range when not obstructed. Ideally, enemy fleet is engaged piecemeal at longer ranges, to minimize the ability of enemy ships to cover one-another, while minimizing damage received by our fleet.
  • Option B - Frontal assault, energy weapons. Destroys the enemy by melting their hulls to slag. The logic behind our current designs. Needs to destroy shields first, not vulnerable to point defence or ECM, accuracy issues at longer ranges, rapid dropoff in damage with range, the highest DPS at close range. Ideally, the fleet close in with the enemy as fast as possible, defeating the enemy through endurance and sheer firepower.
  • Option C - Ranged standoff, mass drivers. Use mass drivers to inflict stable damage at any range, regardless of shielding. A future-oriented design. Does not care about shield, point defence, or ECM. Accuracy issues at longer ranges, but constant damage when contact is made, moderate DPS at all ranges, and ensures that even an obsolete fleet will not find itself utterly humbled by a technologically superior enemy. Benefits greatly from 360 fire capabilities since the enemy can be kept under fire while being kept at a distance that way, and allows for easy flanking maneuvers if the fighting enters close quarters.

Mixing weapons with different categories results in a loss of offensive capability. For example, bringing mass drivers and missiles in equal amounts means that your damage output is still vulnerable to defensive maneuvers, enemy point defence is much more effective against you, and you still have to chew through enemy shields first for your missiles to start damaging the enemy hull.

Point defense weapons have one major and one minor point of decision to be made.
  • Option A - Ship-by-ship point defence. Helps keeps the ship safe against missiles as supplementary weapons and/or things that get past specialized PD vessels. Completely useless against massive barrages.
  • Option B - PD boats. Allow the fleet to focus its PD firepower where needed, but requires specialized ships that can be destroyed by other means, leaving the fleet defenceless.
  • Suboption A - KKVs. Work on anything, regardless of computer accuracy. Excellent choice for missile ships and PD boats.
  • Suboption B - laser and mass driver PD. Helped by computers. Useful as a PD supplement on capital ships, and specialized PD boats.

Unless you expect the enemy to solely rely on missile weapons, heaving both PD boats and heavy ship-by-ship PD capabilities is a waste of space, so these shouldn't be mixed.
A mix of different kinds of non-obsolete point defence per ship is generally beneficial since it results in reliable anti-missile capabilities, regardless of the quirks of the incoming missiles. However, dedicated PD boats should consider wheter the space taken up by a targeting computer would be better spent on having KKVs. If they are intended to posess offensive capabilities of their own, then mixing in all kinds of PD is encouraged.


MD Design Bureau favors 360 fire capable kinetic barrage ships, with heavily specialized PD escort ships.

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my dad
Oct 17, 2012

this shall be humorous
MD Design Bureau wishes to point out that, given limited resources, additional manufactoring costs for a class of ships designed for cost-effectiveness result in a lesser number of them being produced in our shipyards, de facto reducing the amount of tonnage of KKVs we can get into orbit.

yeah, that was a bit of a derp on my part, but actually fits in nicely with my gimmick, so I'm keeping it there

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