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The big picture is however that given the circumstances jump shock is the best bet to strike a good blow with short range beam cruisers like the emotions against enemies with a speed advantage. If we face them in open space they can simply run away. Now at least we can probably get some shots off.
 
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I'm setting up that re-targetable mine test now.

BuOrd #5. Let's see if we can find a way to get these puppies working. It would be a major factor if we can.



Sixteen FTR-Minelayers are already on their way to Harmony in hopes that the Proximity Mine test, performed in their absence, will have a positive result.

Three more FTR-Minelayers will perform the Proximity Mine test as soon as a few more of the Proximity Mines are available.

To save time, I've sent out the Minelaying force before even testing their new weapons.

The two Target ships - a pair of Fuel Harvesters captured by boarding in the Prixhome battle - are already en-route, one to Test Site 1 and the other to Test Site 2.
 
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Some of the other measures that I've taken:

Another full load of STO turrets is on its way to Harmony, again being dragged there by a super-tug to save time. Also a Tank Brigade is en route.

Several sets of Sabres are en-route, for jump point defense.

Enough Gadgets (small orbital workshops) and Devices (large orbital workshops) have been assembled at Harmony to support Force Randakar.

More colonists have been unloaded at Harmony, bringing the population up to 400,000 (and up to 600,000 once the en-route pops arrive).

Refueling and re-arming stations have arrived and unloaded. Tankers have arrived to transfer fuel, and ammunition ships are en-route.

Naturally, the more stuff we commit to the Harmony system the better our chances of intimidating or defeating them, but the more painful a defeat would be.
 
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The biggest ROF 5 gun has the best damage output at point blank range, beating the larger slower firing weapons.

Where the larger weapons come out ahead is armour penetration at distance: battles seem to won by penetrating hits causing catastrophic failure, not by sandpapering through the armour.

However, a jump point defence battle is probably one of the few times you would voluntarily commit to a point blank range battle. In this case , because it is the only way we can control range.
 
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Force Randakar now includes those first four Phalanxes.

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Those two unshielded ships are un-armed support vessels... one carrying maintenance parts and the other carrying a big RADAR. They will detach and hang back.
 
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Really crazy thought: Winged Hussars would potentially work really well here, holding their fire for 10 or 15 seconds to allow the DP guns to bring down shields!
Unfortunately they are still more than a year from being finished. This whole crisis developed within a few months.
 
What factors contribute to the EM and Thermal signatures of a planet? Population is of course one factor.
 
What factors contribute to the EM and Thermal signatures of a planet? Population is of course one factor.

Installations. I bet every factory contributes a little to that.
 
Really crazy thought: Winged Hussars would potentially work really well here, holding their fire for 10 or 15 seconds to allow the DP guns to bring down shields!
That's the Lance equipped ones, right?
 
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Ships arriving at Test Site 2 (not far outside the orbit of Mars) to prepare for BuOrd #5.

Sabres, to destroy the Target Ship if the test fails.
Minelayers, to set up the test minefield.
A tug towing the Target Ship.

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A similar group is headed for Test Site 1, for BuOrd #6.
 
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Three Minelaying Fighters have laid six Proximity Mines each at Test Site 2. They are now heading for the barn.

The Sabres stand by, while the Tug is en-route dragging the Target Ship up to the Test Site.

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Note that the active sensor pings emanate from the mines themselves, not from a ship. These are the Mk4 re-targetable Proximity Mines.

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The Tug arrives, towing the Target ship. It will be placed in the center of the minefield, and then handed over to the Jerx... turning it Hostile.

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The Tug drops off the Target Ship (Ballsmasher 007) in the center of the minefield and then returns to Earth.

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All is in readiness for the test. We will now hand the ship over to the Jerx.

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Unfortunately, the mines do not activate. Deleting the Test Target 2 waypoint also does not trigger them to retarget.

In fact, it gives a system error.

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Rat-boogers! It appears that our attempt to fix the mines or bypass the bug is unsuccessful.
 
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Well... crap.
 
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Drat. That was such a promising workaround. But no.

I don't know what version of the game has the bugfix. You could have a look into upgrading but honestly, that's also dangerous due to the potential for database schema mismatch.
 
I see only one more possible chance:

Maybe the system error and the refusal to fire was related to the hand-over of the Target ship to the Jerx, rather than being strictly a Proximity Mine issue.

Unlikely... but it offers one last ray of hope.
 
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