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Turn solar system into impenetrable fortress. We will fight them on the beaches... of methane sea on Titan.
 
Sounds a bit excessive. I am fine with minefields and fortresses, but fighter base is just too much. There should be operational fleet in SoL anyway. Either for retolling or waiting for deployment.

As the colony on Mars gets bigger, we'll need more and more in-system PPV to keep them from revolting. The fortresses will fill that need for years, but eventually we'll need more than that, or we risk a revolt every time we send our battle-fleet out-system. The Fighter Bases can wait, agreed, but since we will eventually need more PPV anyway, and since we will eventually have loads of obsolete Fighters to spare, as our techs improve, we might as well use any older obsolete Fighters to guard Sol and the jump points... and at the same time, provide needed PPV.
 
I find this plan awesome and therefore it gets my seal of approval. :)
Can't wait to see the designs.
 
Captain Telesien has been re-assigned to our second Grav-Scout, the ESNS Brahe, and has boosted out to assist Commodore Stuckenschmidt in his search for more Jump Points.

We are now up to 28 research labs, 1200 construction factories and 533 mines on Earth. On-hand fuel stocks are slowly falling :( After reaching a peak of 43 million tons of rocket fuel, we are now down to 40 million tons. Fortunately, our Fuel Harvesting Bases are now just starting to come on-line.

Hey that ship was supposed to be mine!... But I see what's going on. Find a couple of abandoned fuel cannisters on MyAss and suddenly others are passed for promotion.
 
I find this plan awesome and therefore it gets my seal of approval. :)
Can't wait to see the designs.

Yeah... I think that by the time we have Ion Drive techs in full production, our home system will be secure against nearly anything except Invaders. That will let us focus on expansion, and will free our Mobile Fleet for offensive operations.

One word of caution about the minefields... until we tech up a bit both in propulsion and especially in sensor tech, it will be possible for a sufficiently small opponent (such as a Swarm FAC fleet) or a sufficiently fast opponent (such as those 12,000 kps Invader ships) to simply over-run our minefields. The proximity mines will detect them and deploy the warheads... but that takes five seconds, and by then a small or fast opponent will have fled beyond homing range. Still... our main concern at this stage of the game is hostile NPRs, not the Swarm or the Invaders. Our planned minefields should work well enough against an NPR fleet.
 
Hey that ship was supposed to be mine!... But I see what's going on. Find a couple of abandoned fuel cannisters on MyAss and suddenly others are passed for promotion.

You got the third one. ESNS Copernicus, due out in six months.
 
Hey that ship was supposed to be mine!... But I see what's going on. Find a couple of abandoned fuel cannisters on MyAss and suddenly others are passed for promotion.

This is a modern navy, Mr. stamasd. It's merit that gets you promoted, not how long you are sitting in the line. Oh and look lively and call me sir.

I wonder what would be a perfect design for defensive fighter for our basis. What would be the differences when compared to ship-based fighter. My guts tell me that it should be larger, but I can't remember if the limiting factor for size is hangar space top speed...
 
I wonder what would be a perfect design for defensive fighter for our basis. What would be the differences when compared to ship-based fighter. My guts tell me that it should be larger, but I can't remember if the limiting factor for size is hangar space top speed...

Actually, I wasn't planning to build any Fighters for those bases. I was planning to put our first-generation Fighters on our Fleet Carriers. Then, after we tech up enough to make it worthwhile, we would design and build a bunch of second-generation Fighters, give them to the Fleet Carriers, and "retire" the older, obsolete Fighters to Jump Point guard duty.
 
Actually, I wasn't planning to build any Fighters for those bases. I was planning to put our first-generation Fighters on our Fleet Carriers. Then, after we tech up enough to make it worthwhile, we would design and build a bunch of second-generation Fighters, give them to the Fleet Carriers, and "retire" the older, obsolete Fighters to Jump Point guard duty.
Oh yes, I understood that when you wrote it for the first time :)

I was just wondering.
 
If we wanted to put something in the Fighter bases in the meantime, we could build a bunch of cheap FACs packed with box launchers.
 
One word of caution about the minefields... until we tech up a bit both in propulsion and especially in sensor tech, it will be possible for a sufficiently small opponent (such as a Swarm FAC fleet) or a sufficiently fast opponent (such as those 12,000 kps Invader ships) to simply over-run our minefields. The proximity mines will detect them and deploy the warheads... but that takes five seconds, and by then a small or fast opponent will have fled beyond homing range. Still... our main concern at this stage of the game is hostile NPRs, not the Swarm or the Invaders. Our planned minefields should work well enough against an NPR fleet.

Aren't those ships also bothered by jump shock?

I can also imagine ships with high-tech specialised jump engines jumping into the system too far away from the jump point itself for our weapons to catch them, but I haven't ever seen any non-player ships deploy them.
There is a first time for everything though, I guess :p
 
Aren't those ships also bothered by jump shock?

Yes, but I'm not sure whether it prevents the execution of queued orders (Jump into Sol => Move to Earth). Of course... they can't queue orders unless they've had a fleet examine the Sol system before, however briefly.
 
We have laid down a 10,000 ton Cow class Tanker. Our second Exxon Valdez class FHB has been launched, and we have two more building and both shipyards adding additional slipways. We are up to four of the new model Geologist-II Geo-scouts, with more building. Our third and fourth Scientist class Grav-scouts are under construction, and we have terminated our run of Mule class Freighters after accumulating twenty of them. Freighter construction will resume once we have Ion Drive tech.
 
Yeah Yeah! You keep pushing me! Then hire some more open-minded academy teachers!
 
Hey that ship was supposed to be mine!...

Captain Stamasd has been placed in command of the newly-launched Scientist class Grav-scout ESNS Copernicus. A fourth member of the class is half-built, and a fifth is being laid down.
 
So, can I nickname my fighter squadron when it arrives the 'Fighting Weasels'? Also I request the first fighter to be named the Weasel.

Sure. Fighters are still a few years away... but not as far as you might think. We have researched the prerequisite tech for Hangar Deck (Boat Bay), and we are getting quite close to being able to design a practical missile. Naturally, when designing Fighters, you first design the weapon that they will be called upon to deliver, because that will determine the constraints on the Fighter design itself. We'll need at least one more Thrust Augmentation tech first, as well as a few other techs.

The good news (!) is that Professor Lord Strange has completed his research on Capacitor-4 (... and the crowd goes wild!) and is now working on a very quick applications tech (only five days worth of research, from start to finish) for 12 cm C4 Visible Light Lasers, which will put out four points of damage, per laser, per five seconds. Then he will design a Quad (four-barrel) turret mount for them and quickly prototype it, and then he will design and prototype a Power Reactor to feed power to the gun turrets. After that, a few weeks prototyping a suitable sensor and Beam Fire Control... all of these are very quick techs, averaging about ten days each... and we're done! Our multi-turreted Laser-armed Fortresses can be designed and built!

... so in just a couple of months, we can take all those research labs that have been tied up working on Laser-related projects, and set them to work preparing missile-related stuff for Fighters and for the Battle Fleet.
 
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The Patent Strange Ray is almost complete!

I can smell the singed flesh of the test vict.... volunteers in my nostrils. It is the scent of progress, my friends.

Now where did my interns go? There are still some teething problems to solve!