Thursday 29 April 2010

Oh dear let's try to get out of here!!!

10th August 2049

Well after last nights disastrous battle it's time to at least attempt an escape all craft are ordered to head towards the Sol jump point at full speed maybe they will give up the chase if we try to escape.

At 20:26 a salvo of 20 missiles hit Sunstrike this is our eyes in the system so things are really getting bad. Somehow the Sunstrike survives but three of it's five engines require repair as does it's active sensor. Also it splits from the main fleet it's speed has dropped to 2020 km/s. Going to try and pick up any lifepods on the way past.

New thermal contact more missiles the damage is 6 per missile!!!

Fly Swatter MK 2 is destroyed 235 survivors make it to the life pods unfortunately Commodore Dylan Mcdonald is killed by a direct hit to the bridge.

Oh dear more missiles this must be the attack on Broadsword 005 which is destroyed with 108 survivors who will float in space for eternity.

The Sunstrike is still heading towards the Sol jump point maybe one ship may have a chance.

At 20:53 the Sunstrike repairs it's engines and increases it's speed to 2424 km/s at 21:36 another missile salvo is picked up on thermal sensors.

At 21:37 the final Terran ship is destroyed leaving another 123 survivors with no hope of rescue.

Things didn't go well but more info has been gathered to help us prepare better next time also numerous people on the forums have been giving me helpful tips.

Lets review what we know:

The alien missiles do 6 points of damage each and are fired in salvos of 20 which totals 120 damage they travel at 32,000 km/s and the range is just over 60,000 kms. All ship speeds are estimated at 5625 and the Anubis has a tonnage of 24,000. They also have ECM which cut our missile range in half.

A radical redesign and rethink is required and also a push in our tech to match or even exceed them. We will return and the lessons learned will make them wish they never met us!!!

I think the best idea is decide on the fleet composition then work on each ship individually I also need to go through all the fantastic info in the forum post and put it to good use.

Ok going through the forum info the following needs to be looked at:

Research Meson Focusing Tech
Aim for firecontrols on beam weapons with double the range of the weapons
Research Gauss Tech for antimissile defence
Research next tech for Armor
Active sensors required on all anti-missile ships
Also a small anti-missile active sensor on the Sunstrike
Look at CIWs on all craft
Use at least 4 levels of armor more if possible
Research and design anti-missiles and launchers
Make the anti-ship missile fire control range as large as possible to help futureproof as new missiles are designed
Also research ECCM to help counter the enemy ECM
Use 10cm Meson instead of 12cm
Fleets needs more ships at least a tonnage equal or more if higher tech level
80+ tons is recommended
Use 12 layers of armor on Command ships and Fleet scouts and all other important ships


Lots to think about and in the meantime we are still surveying new systems and building up our empire.

The following new missile is designed:

Missile Size: 2 MSP (0.1 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 11
Speed: 21000 km/s Endurance: 48 minutes Range: 60.5m km
Cost Per Missile: 1.7241
Chance to Hit: 1k km/s 231% 3k km/s 77% 5k km/s 46.2% 10k km/s 23.1%
Materials Required: 1x Tritanium 0.4741x Gallicite Fuel x1174

Development Cost for Project: 172RP

Also the following fire control is designed to work with this new missile design:

Active Sensor Strength: 42 Sensitivity Modifier: 50%
Sensor Size: 2 HS Sensor HTK: 1
Primary Mode: Resolution: 200 Maximum Range: 126,000,000 km
Chance of destruction by electronic damage: 100%
Cost: 42 Crew: 10
Materials Required: 10.5x Duranium 31.5x Uridium

Development Cost for Project: 420RP

The following sensor is designed for anti-missile use:

Active Sensor Strength: 210 Sensitivity Modifier: 50%
Sensor Size: 10 HS Sensor HTK: 1
Primary Mode: Resolution: 1 Maximum Range: 1,050,000 km
Chance of destruction by electronic damage: 100%
Cost: 210 Crew: 50
Materials Required: 52.5x Duranium 157.5x Uridium

Development Cost for Project: 2100RP

A design is also put together for a size 1 anti-missile missile:

Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 17
Speed: 31100 km/s Endurance: 11 minutes Range: 20.3m km
Cost Per Missile: 0.9429
Chance to Hit: 1k km/s 528.7% 3k km/s 170% 5k km/s 105.7% 10k km/s 52.9%
Materials Required: 0.25x Tritanium 0.4305x Gallicite Fuel x197.25

Development Cost for Project: 94RP

Missile launcer to go with them:

Maximum Missile Size: 1 Rate of Fire: 10 seconds
Launcher Size: 1 HS Launcher HTK: 0
Cost Per Launcher: 6 Crew Per Launcher: 10
Materials Required: 1.5x Duranium 4.5x Tritanium

Development Cost for Project: 60RP

Also a new beam fire control for the anti-missile mesons:

Fire Control S03 48-6000 Anti-Missile Mesons MK 2

50% Accuracy at Range: 48,000 km Tracking Speed: 6000 km/s
Size: 3 HS HTK: 1 Cost: 43 Crew: 15
Chance of destruction by electronic damage: 100%
Materials Required: 10.75x Duranium 32.25x Uridium

Development Cost for Project: 430RP

20th August 2049

Commander Louis Wilson is captured by the Tau Ceti aliens maybe that means there is some hope however slim for the survivors. Not sure how this capture will effect the game though.

25th August 2049

Message received from the Peoples Republic of Gienah that we are now regard us as a friendly empire we also have access to there future geological survey data. We also receive that 108 crew from the ill fated Broadsword 005 have perished.

1st Spetember 2049

The salvage ship Scrap Merchant 001 completes and is given orders to salvage the wrecks in the Luyten 726-8 system and see what info we can find. It may help us in our fight against the Tau Ceti aliens.

13th October 2049

The first ship is salvaged and minerals are found and a scan of the tech data and 680 research points are gained towards magazine feed system efficiency. The Scrap Mechant 001 is told to salvage the next wreck.

20th October 2049

The second wreck only yields minerals but a civilian colony craft is spotted delivering colonists to Luyten 726-8 A II. The final wreck can now be salvaged.

22nd October 2049

More minerals and 60 research points towards small craft ECCM. For now Scrap Merchant returns to dock at Earth to download all data salvaged from the wrecks.

1st December 2049

The supply of Tritanium on Earth has run out but we still have a good size stockpile although mining colonies are going to be needed sooner rather than later.

3rd December 2049

The decision is made to build a jump gate to the Tau Ceti system this will negate the need for a jump tender and not restrict combat ship size for the fleet. Once the system is taken then a gate can be constructed on the other side.

2nd February 2049

Time seems to have stopped moving and I've read on the forums this happens when the AI are having battles and all that can be done is to wait till it resolves and events affect the player again. So I'll just have to wait.

Going to call it a night and leave the game running hopefully by tomorrow they will have sorted out there differences.

1 comment:

  1. There is a situation that can happen when an NPR is chasing another NPR and they have the same speed... The pursuer will never catch the other ship, and this situation will continue forever. Ask on the forum what to do if this happens.

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