• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Mata Hari turns off their IFF transponder and attempts the jump, using an induced field created by the jump drive on one of Iche Bins' Admiral IIs.

sb-810.jpg


sb-812.jpg


... now THAT is interesting. The Jerx obviously raided the Rakhas while we were gone... and got their ass handed to them.
 
  • 1
Reactions:
RobbieAB throttles back to 1/10th speed (only 900 kps on a ship built for 9,000 kps) in order to reduce his thermal signature even further, and then creeps into position near the innermost planet. The planet of interest is the next one out, Lalande 21185 A-II.

We will refer to it as Rakhas-1.

At this reduced speed, it will take about two weeks for RobbieAB to sneak up on Rakhas-1.
 
  • 1Like
Reactions:
As the Mata Hari approaches the enemy-held planet...

sb-813.jpg


... suddenly...

sb-814.jpg


25 Ursae Minoris is that mining system with at least four comets under development.

sb-815.jpg
 
  • 1Haha
  • 1Like
Reactions:
RobbieAB:

View attachment 1131145

... and his Spy class Passive Sensor Scout Ship.

Spy class Stealth Scout 2,667 tons 78 Crew 813.5 BP TCS 5 TH 115 EM 0
9001 km/s Armour 1-17 Shields 0-0 HTK 12 Sensors 98/126/0/0 DCR 1-3 PPV 0
Maint Life 2.35 Years MSP 490 AFR 57% IFR 0.8% 1YR 121 5YR 1,817 Max Repair 480 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required

Magnetic Fusion Drive EP480.00 PWR-120 HS-20 2006 (1) Power 480 Fuel Use 44.62% Signature 115.20 Explosion 12%
Fuel Capacity 250,000 Litres Range 37.8 billion km (48 days at full power)

EM Sensor EM7-126 2004 (1) Sensitivity 126 Detect Sig Strength 1000: 88.7m km
Thermal Sensor TH7-98 2007 (1) Sensitivity 98 Detect Sig Strength 1000: 78.3m km
Cloaking Device: Class cross-section reduced to 10.0% of normal

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Scout for auto-assignment purposes



A RADAR target cross section even smaller than a Fighter, top speed of 9,000 kps but uses thermally suppressed engines (ie: reduced thermal signature) so it's likely to creep around at reduced speed anyway, trying to be completely invisible. Powerful EM and Thermal passive sensors.
I love how even an ignorant person manages to understand enough to be pessimistic about their chances for survival, or something like that.
 
I'm not even going to launch the Sabres in 25 Ursae Minoris.

Every comet is guarded by a full suite of defenders... the sort of thing you would usually see guarding a Naval Base.

The comet that the Jerx are approaching is guarded by the usual assortment...

sb-816.jpg


That's two quad-barreled 20cm Laser anti-ship turrets, four quad-barreled 10cm Laser PD turrets, three quad-barreled Gauss PD turrets, and eight single 25cm Spinal Laser mounts.

On each comet.

Good luck with THAT.
 
  • 2Like
Reactions:
Jerks don't know how to give up huh.

It's just Jerx being jerks.

I'm a very conservative player, and I tend to only expand after I've got everything fortified like Corregidor. Maybe you noticed. On the other hand, it does minimize both the number and the effects of disasters.



Please note:

There are no sensors of any sort on Comet Epsilon except for the on-mount sensors built into the turrets. They are supposed to be able to detect incoming ships at ten times the turret's rated firing range. The Quad 20cm anti-ship Laser turrets, for example, have a maximum firing range of 320,000 km. So in theory we should be able to detect an incoming ship at something over three million km range.

Somewhat closer than that, if the enemy ship is stealthy... like the Jerx.



sb-817.jpg


So that functionality seems to be working. Turrets do indeed detect incoming ships at ten times the turret's own firing range.

Which means that the Jerx that ambushed our Alpha Centauri Naval Base at point blank range (Range = 0) really did rift in right on top of us.

It's the only way they could reach point-blank range without being detected by the turrets at the Naval Base.
 
  • 1
Reactions:
The fight was short and brutal.

We got off the first shot at extreme range (over 280,000 km), but as usual long-range fire is almost entirely misses. The Jerx fired back, also missing.

Our second salvo, fired at somewhat closer range (~190,000 km) scored multiple hits... two by the 20cm turrets and three by the 25cm Spinal Mounts.

The Jerx missed again, and their speed dropped by half, indicating serious internal damage.

We hammered him with a third salvo at 160,000 km, with the turrets scoring five more 20cm hits, and the 25cm Spinals again hitting three times.

At this point the Jerx warship stopped replying to our fire... perhaps its Laser (or its recharging capacitors) had been put out of action.

sb-819.jpg


Our next salvo immobilized the badly damaged Jerx ship, and then our Spinal Lasers pounded it to scrap with four more hits.

RIP Jerx.

Nice to see those big Spinal Mount boomers getting some action... they scored a total of ten hits (three in the second salvo, three in the third, four in the last).
 
  • 2Like
Reactions:
As long as there are no freighters for them to chase that system is a pretty hard target.

I wonder if there are any more of them. Might be just the one.
 
The scrappers at least are kept busy this way ;)
 
  • 1Like
Reactions:
As long as there are no freighters for them to chase that system is a pretty hard target.

I wonder if there are any more of them. Might be just the one.
If they attack us while the Freighters are in-system, then we launch the Sabres. We have a full squadron based on Comet Delta.
 
  • 2Like
Reactions:
What an awesome little scrap to boost the adrenaline a bit! And now I know what to aim for to protect my installations in my own game. Or at least it gives me a ballpark idea of what i can do. I understand that enemies in one game can be radically different from the next.

Out of curiosity, do AI races generally field the same sort of weaponry or can they come at you with literally anything? And do they adapt to what you are using or is the AI not that sophisticated?

And what would we do if we ran across someone who uses a ton of super long range missiles? Switch to try to outrange them with our own missiles? Or just trust in our anti-missile tech/amm/pd to keep us alive until we close into gun range?

I find all of this quite intriguing! Though I still get pretty overwhelmed in my own games, haha.
 
  • 2Like
Reactions:
I recommend reading Blue Emu's Ad Astra campaign for the 'what if we run into enemies with super long range missiles' thing. I imagine that hasn't changed much.

As for the enemies... The special spoiler races seem pretty fixed in terms of what they're using. I have no idea about NPR's, though
 
  • 1
Reactions:
What an awesome little scrap to boost the adrenaline a bit! And now I know what to aim for to protect my installations in my own game. Or at least it gives me a ballpark idea of what i can do. I understand that enemies in one game can be radically different from the next.

Out of curiosity, do AI races generally field the same sort of weaponry or can they come at you with literally anything? And do they adapt to what you are using or is the AI not that sophisticated?

And what would we do if we ran across someone who uses a ton of super long range missiles? Switch to try to outrange them with our own missiles? Or just trust in our anti-missile tech/amm/pd to keep us alive until we close into gun range?

I find all of this quite intriguing! Though I still get pretty overwhelmed in my own games, haha.

I design my ground units based on mass. Seriously.

One hold on a Troop Transport can carry 5,000 tons worth of Ground Units (whether STO defensive turrets like these, or Garrison Troops, or Space Marines, or Tanks). So I design my Ground Units to each mass 5,000 tons or slightly less. Because the different types of turrets (Laser anti-ship, Laser PD, Gauss PD, unturreted Spinal Mounts) all have different masses, the 5,000-ton Ground Units that they compose contain different numbers of turrets... fewer of the heavier ones, or more of the lighter ones. So anti-ship Laser STO is two turrets, Laser PD is four, Gauss PD is three, and unturreted Spinal Mounts are eight to the 5,000-ton unit.

An additional complication where Infantry are concerned is that HQs can only command four subordinate units, so I tend to design both my HQ units and all of their subordinate units to the same 5,000-ton standard. That way, a Headquarters plus its subordinate units mass 5x 5,000 tons in total, or 25,000 tons.

... so my Troop Transport ships are designed to carry 25,000 tons of units in a single lift. That's a HQ + four subordinates, or up to five units of STO.



As Randakar mentions, the Spoiler Races (Rakhas, Aether Raiders, Precursors, Swarm, Invaders) each have a specific load-out that they almost always use.

Rakhas: Energy weapons. Rakhas have no ships.
Aether Raiders: Energy Weapons and lots of Stealth.
Precursors: Anything. Expect lots of deadly long-range missiles.
Swarm: Meson cannon. The Motherships have simply insane shields.
Invaders: Everything. These are the endgame Boss.

NPRs (Non-Player Races that are not one of the five Spoilers Races listed above) might have anything and everything. It's procedurally generated.

I don't know how flexible the AI is. Aurora is a one-man project, remember. Steve Walmsley does all the coding.



Against missiles? Gauss PD used to be almost invulnerable... half a dozen Gauss PD Frigates stacked together should be able to shoot down something approaching 98% of incoming missiles.
 
  • 2Like
  • 1
Reactions:
I design my ground units based on mass. Seriously.

One hold on a Troop Transport can carry 5,000 tons worth of Ground Units (whether STO defensive turrets like these, or Garrison Troops, or Space Marines, or Tanks). So I design my Ground Units to each mass 5,000 tons or slightly less. Because the different types of turrets (Laser anti-ship, Laser PD, Gauss PD, unturreted Spinal Mounts) all have different masses, the 5,000-ton Ground Units that they compose contain different numbers of turrets... fewer of the heavier ones, or more of the lighter ones. So anti-ship Laser STO is two turrets, Laser PD is four, Gauss PD is three, and unturreted Spinal Mounts are eight to the 5,000-ton unit.

An additional complication where Infantry are concerned is that HQs can only command four subordinate units, so I tend to design both my HQ units and all of their subordinate units to the same 5,000-ton standard. That way, a Headquarters plus its subordinate units mass 5x 5,000 tons in total, or 25,000 tons.

... so my Troop Transport ships are designed to carry 25,000 tons of units in a single lift. That's a HQ + four subordinates, or up to five units of STO.



As Randakar mentions, the Spoiler Races (Rakhas, Aether Raiders, Precursors, Swarm, Invaders) each have a specific load-out that they almost always use.

Rakhas: Energy weapons. Rakhas have no ships.
Aether Raiders: Energy Weapons and lots of Stealth.
Precursors: Anything. Expect lots of deadly long-range missiles.
Swarm: Meson cannon. The Motherships have simply insane shields.
Invaders: Everything. These are the endgame Boss.

NPRs (Non-Player Races that are not one of the five Spoilers Races listed above) might have anything and everything. It's procedurally generated.

I don't know how flexible the AI is. Aurora is a one-man project, remember. Steve Walmsley does all the coding.



Against missiles? Gauss PD used to be almost invulnerable... half a dozen Gauss PD Frigates stacked together should be able to shoot down something approaching 98% of incoming missiles.
Awesome info. Thank you so much!

Can’t wait to get out there and light some stuff up!
 
  • 2Like
Reactions:
Here's an example... and a very pertinent one; it's the anti-ship Laser Turret that just finished firing on that Jerx ship.

sb-820.jpg


Notice that the 1985 Quad Laser A/S unit only holds two turrets, which together mass 3,330 tons. That's 1,665 tons each. So I could have added a third turret to the unit and still remained below my intended 5,000-ton cut-off... but only at the cost of leaving no room in the 5,000-ton unit for security troops.

I like to include some security troops organic to the STO unit itself... a few MG teams, a few Mortars, a few AA-Missile teams, a few AT-missile teams, a few squads of Infantry... so that I'm not required to provide escort for every deployed turret. The asset being protected by the inclusion of security troops in the STO design is not so much the money and mineral cost of the turret manufacture as it is the opportunity cost involved in transporting replacement units out from Earth.

I used Space Marines instead of Garrison Troops because STO Turret units are already very expensive. Who cares whether the escorting Infantry are cheap or not?
 
  • 2
Reactions:
Meanwhile, back in Lalande 21185... RobbieAB stealthily approaches his listening position.
 
... and RobbieAB immediately starts making interesting discoveries!

sb-821.jpg


There's an Achernar parked (freaking PARKED - note the 1 km/second speed) at the innermost planet. It has its active sensor on.

I can't IMAGINE that it can see us, active sensor or not.

But we can't hang around right here. Planets orbit the sun counter-clockwise, and we're sitting right in the orbit of the Rakhas planet. If we stay here the planet will eventually get close enough to spot us.

We'll just move in a bit closer, shall we? To get clear of A-II's orbital path, and to test just how invisible we really are... how close can we get before he spots us?
 
  • 2
  • 1Like
  • 1Love
Reactions:
I've set up a waypoint about 11 million km from the enemy ship. Let's see if he can spot us (assuning that the Achernar isn't actually immobilized).

sb-822.jpg
 
  • 1Like
Reactions: