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are we sure the immobile fighters will work as intended? I am just worried we fin out something like them being unable to deploy or disperse from their mothership at the worst possible moment.
 
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Are you sure we're going to get 138,000 RP out of the wrecks and captured military ships? The Freighters are too low-tech to count.
I thought we had like 11 engines from the drop ship alone.
Seems unlikely we shouldn't be able yo get thr needed engines.
 
are we sure the immobile fighters will work as intended? I am just worried we fin out something like them being unable to deploy or disperse from their mothership at the worst possible moment.

We can make a training run with the first Tender-full while waiting for the rest of them to complete.
 
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I thought we had like 11 engines from the drop ship alone.
Seems unlikely we shouldn't be able yo get thr needed engines.

We might want to KEEP the drop-ship. We're going to need large numbers of them.
 
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We can even drag in combat modules (beam weapon, or Fighter base) that are currently guarding stuff like Gas Giant fuel refineries.
I assume we still have some standard protection around in case the Jerx pop in there for a raid?
 
We might want to KEEP the drop-ship. We're going to need large numbers of them.
Wouldn’t it make more sense to cash it in for the tech and just build your own ones from scratch?

If 1 engine is 3.1% of the research needed for a 5 year research project, 11 would be well over a year! I would have thought that is likely to be far more valuable than a single dropship?
 
I assume we still have some standard protection around in case the Jerx pop in there for a raid?

Sabres, yes.

Isn't it in tatters already?

We would repair it before disassembly anyway.

Wouldn’t it make more sense to cash it in for the tech and just build your own ones from scratch?

If 1 engine is 3.1% of the research needed for a 5 year research project, 11 would be well over a year! I would have thought that is likely to be far more valuable than a single dropship?

We'll see where we need it more, research or the front line.
 
Isn't it in tatters already?

There were two of them. They killed one then ran basically out of missiles pounding on the second.

If 1 engine is 3.1% of the research needed for a 5 year research project,

3.5%
Between 1 and 5%, randomized. So there will be some variation in that.
 
About the fighter factories you're building. How much would component prebuilds speed up production of jump point assault ships?

Especially the Missile Jammers -- 150 tons out of a 480 ton partystarter should be some real construction time savers.
 
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About the fighter factories you're building. How much would component prebuilds speed up production of jump point assault ships?

Especially the Missile Jammers -- 150 tons out of a 480 ton partystarter should be some real construction time savers.

Is there a "use components" tick-box for Fighters?

There's one for ships, but that's on a different page.

There appears to be no way to tell the Fighter Factories to use components.

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That's unfortunate. Ah well.
 
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What sort of drop-ships do we want? There are several ways of doing this.

A fast, very heavily-armored Dropship requires lots of minerals and take lots of time to build, but gives us a very tough and capable vessel which can even be used as a Rock if no planetary assault is immanent.

Drawback is that it only drops 25,000 tons of troops (one Brigade) at a time.

Like this:



Lake class Dropship 82,697 tons 503 Crew 8,472.5 BP TCS 1,654 TH 12,000 EM 0
7255 km/s Armour 25-169 Shields 0-0 HTK 116 Sensors 24/24/0/0 DCR 1-0 PPV 0
MSP 64 Max Repair 800 MSP
Troop Capacity 25,000 tons Drop Capable Cargo Shuttle Multiplier 10
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 12 months

2021 CIV SCAM Drive EP2400.0 HS-150 P-50 (5) Power 12000 Fuel Use 1.37% Signature 2400 Explosion 5%
Fuel Capacity 1,000,000 Litres Range 158.9 billion km (253 days at full power)

CIV PD Active Search Sensor AS14-R1 2004 (1) GPS 36 Range 14.4m km MCR 1.3m km Resolution 1
CIV Active Search Sensor AS66-R100 2004 (1) GPS 3600 Range 66.7m km Resolution 100
2018 CIV EM Sensor EM1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km
2025 CIV Thermal Sensor TH1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes



A vessel that carries a full Division would need to make some serious design compromises.



Reducing the armor from 25 layers down to 10 layers, plus a 30% speed reduction, will allow us to double the number of troops to two Brigades. Half a Division.

This would also speed construction by a third.



Rodent class Dropship 107,272 tons 603 Crew 7,122.5 BP TCS 2,145 TH 12,000 EM 0
5593 km/s Armour 10-201 Shields 0-0 HTK 145 Sensors 24/24/0/0 DCR 1-0 PPV 0
MSP 41 Max Repair 800 MSP
Troop Capacity 50,000 tons Drop Capable Cargo Shuttle Multiplier 15
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 12 months

2021 CIV SCAM Drive EP2400.0 HS-150 P-50 (5) Power 12000 Fuel Use 1.37% Signature 2400 Explosion 5%
Fuel Capacity 1,000,000 Litres Range 122.5 billion km (253 days at full power)

CIV PD Active Search Sensor AS14-R1 2004 (1) GPS 36 Range 14.4m km MCR 1.3m km Resolution 1
CIV Active Search Sensor AS66-R100 2004 (1) GPS 3600 Range 66.7m km Resolution 100
2018 CIV EM Sensor EM1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km
2025 CIV Thermal Sensor TH1.0-24.0 (1) Sensitivity 24 Detect Sig Strength 1000: 38.7m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes
 
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Or a totally un-armored version, which can only be used after smashing the planetary STO defenses but carries 75,000 tons of troops.

Only takes 8 or 9 months to build, too.



Snake class Dropship 93,710 tons 330 Crew 2,661.2 BP TCS 1,874 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 91 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 17 Max Repair 800 MSP
Troop Capacity 75,000 tons Drop Capable Cargo Shuttle Multiplier 25
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 6 months

Fuel Capacity 50,000 Litres Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Troop Transport for auto-assignment purposes
 
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Why not both? Heavy armored for initial drop and to soak some missiles. Light armored after sto's dealt with.
 
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Our colony ship continues picking up the Modron survivors of the Red 2 massacre.

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... and we have WAYS of making them talk!

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This turns out to be the other jump point in the Modron's home star system, Mechanus.

The one that was labelled "Unknown" until now.

sc-3094.jpg


And it connects directly to the previously-spied-upon Abuser star system, making a chain of star systems Mechanus => Abhorrent => Abuser.

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A close-up of the inner system.

sc-3096.jpg
 
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Why not both? Heavy armored for initial drop and to soak some missiles. Light armored after sto's dealt with.
I am in fact retooling one 5-slip yard to Lakes and two 5-slip yards to Rodents.

I'll probably build some Snakes as well.
 
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Our colony ship continues to collect prisoners. And Intel.

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The PD fleet has joined the Gunships at the Harmony => Neutral Zone jump point.

The Carriers and Ammo Tenders are still 37 hours away.
 
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