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This hasn't been cross-posted here yet?

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I realize that this is really slow going. There are a few reasons for it.

I've been trying to think of as many ways as possible to hang onto Harmony; both by avoiding war (if we can) and by trying to ensure that we can repel a Modron attack if it comes down to that.

Sending Super-Tugs towing Habs (to boost the population and discourage Modron claims), Super-Tugs towing a Carrier filled with mine-laying Fighter, extra STO, extra Gadget maintenance workshops (so that we can support the Emotions in-system), and so on.

Another non-game reason is that this is Canada, it's winter, we live way out in the boon-docks, our toilet is plugged (or frozen), the landlord is taking his sweet time, and we've been crapping in plastic bags. We refer to it as "playing Fallout" since this is what you would need to do in a post-nuclear scenario once the power and water goes off for good. It's distracting...



As advertised, we've managed to bring enough Gadgets and Devices into Harmony to support Force Randakar!

The main fleet has much longer endurance, so it's not an urgent problem.
 
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Don't worry about it, take your time. It's just a game and it's a complex thing we're doing here.
Plus, holy cow. I'm not sure I'd call the living situation 'distracting' per sé. Aggravating would be more like it. Jeesh.

As for the game - I really hope the next demand from our side is accepted, that would make this whole thing a lot simpler.
 
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Getting enough fleet cap into Harmony to support Force Randakar might be a game-changer.

Speaking of Force Randakar... if the Modrons do attack, this will be the first battle in which our Phalanx class Point Defense Battlecruisers will be guarding our Emotions.

You may recall that our small Storm class Point Defense frigates took quite a few casualties in that battle in the Prixhome star system. The Emotions themselves have only limited anti-missile defences... just one Laser DP-PD turret each, plus their shields. So we designed a full-sized Point Defense Battlecruiser, built on an Emotion hull and carrying one Gauss PD Quad-barreled turret and three Laser DP-PD Quad turrets... a total of 16 anti-missile barrels on each ship.

Naturally, since the Phalanx is based on an Emotion hull it has a massive shield and a speed of over 16,000 kps. Unfortunately, many Modron ships are faster.

The first four Phalanxes are with Force Randakar, and the second four are building now while the shipyard re-tools for orbital fortresses.
 
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Getting enough fleet cap into Harmony to support Force Randakar might be a game-changer.

Speaking of Force Randakar... if the Modrons do attack, this will be the first battle in which our Phalanx class Point Defense Battlecruisers will be guarding our Emotions.

You may recall that our small Storm class Point Defense frigates took quite a few casualties in that battle in the Prixhome star system. The Emotions themselves have only limited anti-missile defences... just one Laser DP-PD turret each, plus their shields. So we designed a full-sized Point Defense Battlecruiser, built on an Emotion hull and carrying one Gauss PD Quad-barreled turret and three Laser DP-PD Quad turrets... a total of 16 anti-missile barrels on each ship.

Naturally, since the Phalanx is based on an Emotion hull it has a massive shield and a speed of over 16,000 kps. Unfortunately, many Modron ships are faster.

The first four Phalanxes are with Force Randakar, and the second four are building now while the shipyard re-tools for orbital fortresses.
Those quad laser DP turrets will be fun if an enemy is in jump shock!
 
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In a pinch we could run in some sabres too. I know they have basically zero defenses but for first strike purposes, with an enemy in jump shock, they could help out.
If we know they are coming the endurance of them could be less of a problem.
 
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How so?
I thought they had very limited range.

All beam weapons have limited range. Usually effective range is 3-400.000 km or so, depending on tech level and type of weapon.

But that doesn't matter for standard transits, as they will always end up at the same point. And for squadron jumps odds are good they will jump into the anyway. Plus, even if they end up at 1.000.000 miles range, closing that gap doesn't take very long.
 
All beam weapons have limited range. Usually effective range is 3-400.000 km or so, depending on tech level and type of weapon.

But that doesn't matter for standard transits, as they will always end up at the same point. And for squadron jumps odds are good they will jump into the anyway. Plus, even if they end up at 1.000.000 miles range, closing that gap doesn't take very long.
Won't they be out of juno shock by the time you close, though?
 
Won't they be out of juno shock by the time you close, though?

Well, that's why we also have missile cruisers.

And it's not that big a gap. 16.000 kps - emotion cruising speed - crosses 80.000 km in a single 5 second increment. 480.000 in 30 seconds. With a range of about 400.000 km that gets us to roughly 980.000 km. And most of the enemies will be closer.
 
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Those quad laser DP turrets will be fun if an enemy is in jump shock!
Yeah... all DP and PD turrets fire every impulse. Every five seconds. That's why they qualify as DP (dual purpose).
 
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Well, that's why we also have missile cruisers.

And it's not that big a gap. 16.000 kps - emotion cruising speed - crosses 80.000 km in a single 5 second increment. 480.000 in 30 seconds. With a range of about 400.000 km that gets us to roughly 980.000 km. And most of the enemies will be closer.
Yeah, ut isn't jump shock only 30 seconds?
 
Yeah, ut isn't jump shock only 30 seconds?

There is a random component to that. Not sure how much.

And the thing is that when a fleet does squadron jumps it splits up in squadrons that end up in different spots around the exit. A few might up at maximum range.. the rest of it, probably not.