Pre-SysNES2: Beta-testing and Submission

What is the price of refining a specific part, by the way?
 
What is the price of refining a specific part, by the way?

Don't know yet. I'm not sure if Dis is sure.

On that note, apart from the load of questions I have, there is one thing that troubles me: Swarms are INCREDIBLY effective. It troubles me, I'm going to look for a solution.
 
Insert Commandship Name Here:

1x Charm Drive
2x Basic Fusion COre
3x Pellet Fusion Core
2x Deuterium Drives
4x Refined Computer Modules
1x Command Deck
1x Command Staff
1x Jammers
1x EW Suite
1x Gas Vents
1x InterCeptors
2x Fusion Busters
1x Plasma Shield
1x Tungstan Armor
1x Heavy Cladding
1x Reflective Cladding.

Stats: 169 e to produce. 65 s to create.

Initative 5
Dodge -16
Missile Defence 0
Armour 28
Shielding 8

#Missiles 3
Missile Total Damage 49

Int Bonus to Fleet 4

EW Score 21
EW Vulnerability 32


Insert Generic Coran Destroyer Name Here

1x Twist Drive
2x Fission Core
3x Pellet Fusion Core
4x Deuterium Drive
1x Microwave Beamer
1x Microwave Laser
1x Plasma Shielding

Cost: 110 e 43 s to design.

Dodge -14
Missile Defence 0
Armour -3
Shielding 12

#EM 2
EM Total Damage 95

Insert Generic Coran Electronic Warfare Ship Name Here

1x Charm Drive
2x Pellet Fusion Core
3x Deuterium Drive
10x Refined Computer Module
1x Jammers
1x EW Suite
1x Ice Sink
5x Interceptors
1x Laser Net
3x Tungstan Armor

Cost: 130 e to make. 49 s to design

Initative 8
Dodge -13
Missile Defence 0
Armour 12
Shielding 0
#Missiles 5
Missile Total Damage 5
Can make EW attacks YES
EW Score 30
EW Vulnerability 16

Generic Coran Fleet

2x Generic Coran Destroyer + 1x Generic Coran Command Ship + 1x Generic Coran EW Ship.

Cost: 519 e, 157 s.


@ Kal. Get a shield. Actually, shields still can't block a swarm attack properly. Freak.

Except for Matt's 15 intrusion vessel kekeke ship. The only counter to that is getting large enough laser ships with uncoupled microwave lasers to bat'em out of the skies...
 
On that note, apart from the load of questions I have, there is one thing that troubles me: Swarms are INCREDIBLY effective. It troubles me, I'm going to look for a solution.

:D

The trade off is the rather horrific cost in volatiles for all the deuterium drives needed. (~310 for the Raven swarm, although the ion jet contributes a good deal)
 
Pretty sure he's talking about my Fleet, which uses almost no volatiles, and mostly can't even go anywhere. :p I'll be surprised if the Fighters were effective at keeping the satellites alive. I considered just spamming more satellites due to their damage potential. With a Space Elevator and some Refining you could put them up at 5e each and make a planet uneconomical to take, or pack them up in freighters and trap somebody on their own planet.

Anyway, back to high quality warships. Again, [CON6] for mass, TL3 everything else.

Jeremy Clarkson class Laser Destroyer
1 Twist Drive (Refined)
2 Antimatter Cores (Refined)
4 Antimatter Drives (Refined)
1 Hibernation Pods
2 Antimatter Bottles (Refined)
1 Computer Module (Refined)
1 Scanner (Refined)
2 Gas Vents (Refined)
4 Microwave Lasers (Refined)
5 Maneuvering Jets (Refined)
1 Gas Rockets (Refined)
1 Pebble Net (Refined)
2 Tungsten Armor
1 Heavy Cladding

Cost: 251e (113e) / 37m / 103v / 24a / 0t / 83s
IS Rating: 11 / IP Speed: 4 / Power: 51 / Heat: -2
Init: 1 / Dodge: 0 [PROP3] / Missile: 3 / Armor: 20 / Shield: 2

Horrendously expensive but EM Total Damage: 448, now with more Armor, Missile Defenses, Shields and a balanced Dodge. Each laser will do 112 damage a shot uncoupled, so there's no real point in combining them when you can one-shot four separate things instead. You have armor? Screw your armor! MORE POWERRR!!!

As a long-term strategy, Refining the design and getting a Space Elevator up is a huge priority, as you can then crank these out at 25e a pop. Depending on the cost of a Space Elevator, you'll make back the costs within 6-10 units and can just keep producing them. Volatiles will be the big limit on this particular design.
 
Pretty sure he's talking about my Fleet, which uses almost no volatiles, and mostly can't even go anywhere. :p

Pffffft. Assuredly Kal is a machine who works at a speed so rapid as to have simulated battles against every single fleet that has been submitted. Both our fleets are therefore incredibly awesome. :goodjob:
 
Pffffft. Assuredly Kal is a machine who works at a speed so rapid as to have simulated battles against every single fleet that has been submitted. Both our fleets are therefore incredibly awesome. :goodjob:

I have Simulated Symphony D's Fleet and Matt0088 Intrusion fleet. Symphony D's fleet beat my 4 ships (particle, laser, command, missile), the use of the satellites was interesting.... Against Matts intrusion fleet I won, but I lost a command/laser and missile ship (indeed the laser and missile ship were captured!). Probably because Matts swung it so that hes got a freakishly high boarding skill and I can't slag his ship ships fast enough.

Got pretty lucky in both battles with rolls too! (i.e. the missile ship eventually blew up ALL of matts intrusion units)

I've just LOOKED at matts raven fleet and it already troubles me. I'm going to game them today.
 
Symphony D's Fleet vs Kal'thzar's Fleet

Spoiler log :

Turn 1 Health

Light Transport 87
Command Ship 55
Particle Gunship 51
Missile Platform 31
Laser Ship 44

10 SPEAR 31
4 PIKE 35
1 CLARION 33
4 SHRIKE 16
3 KITE 16
2 OWL 29
2 RAPTOR 26
1 EAGLE 36

*******************
ROUND 1

Long Range 1
Missile Platform attacks Clarion
Command Ship Launches 6 Interceptors

Clarion Passive attacks?
4 Pikes attack Command Ship
4 Shrikes Attack Command Ship
2 Raptors Attack Command Ship

Long Range Result
Clarion Sustains 51 Damage from Missile Platform: DESTROYED
Command Ship sustains 32 Damage from 4 Pikes
5 Kinetic Lances Intercepted (80% intercept rate)
Of remaining 7 Kinetic Lances 3 miss (75% hit chance) remaining do 21 dmg

Health

Light Transport 87
Command Ship 2
Particle Gunship 51
Missile Platform 31
Laser Ship 44

10 SPEAR 31
4 PIKE 35
4 SHRIKE 16
3 KITE 16
2 OWL 29
2 RAPTOR 26
1 EAGLE 36

DEAD
1 CLARION

Movement 1
Particle Gunship attempts to intercept anything attacking the missile platform (preferably in this order of ships: Raptor, Owl, Shrike)
Laser to remain in the same instance as missile platform
Light Transport and Command to retreat to different instance

Result of Movement 1
Light Transport and Command move to Instance 3, at long range to everything!
Particle Gunship FAILS to intercept Raptor

4 Shrikes move into same instance as Particle Gunship
3 Kites Missile Platform
2 Owls Laser Ship

2 Raptors and Eagle Fail to close (because command ship is still alive! Otherwise laser ship would have 0 int, and closure would be 75% instead of 25%)

Instance 1
1 Particle Gunship
1 Missile Platform
1 Laser Ship

4 SHRIKE
3 KITE
2 OWL


Instance 2
10 SPEAR
4 PIKE
2 RAPTOR
1 EAGLE

Instance 3
1 Light Transport
1 Command Ship

End of Movement 1

Short Range
Missile Platform Attack an Owl with a missile each
Laser Ship Attack a Shrike
Particle Gunship Attack a Shrike

4 SHRIKE Attack Laser Boat
3 KITE Attack Missile Ship
2 OWL Attack Missile Ship

Result of Short Range
Particle HITS Shrike 1, does 15 dmg and Ion Cannons incur a -2 Int debuff (57.5% hit chance)
Laser Ship MISSES
Missile Ship Hits Owl 1 with a missile, does 35 dmg destroying OWL (90% hit chance)
Missile Ship Hits Owl 2 with a missile, does 27 dmg (90% hit chance)

Owl 1 misses (12.5%)
Owl 2 misses (12.5%)
Shrike 1 hits Laser Boat 2 dmg (70%)
Shrike 2 hits Laser Boat 2 dmg
Shrike 3 hits Laser Boat 1 dmg
Shrike 4 misses
Kite 1 misses (11.25% hit chance)
Kite 2 hits does 1 dmg to Missile Boat
Kite 3 misses

Movement 2
Particle Gunship WANT to move to long range but cannot
Missile Platform
Laser Ship

4 shrikes Don't have a problem….
3 kites
1 owl

END OF ROUND 1
Summary
Spoiler :

Instance 1
1 Particle Gunship
1 Missile Platform
1 Laser Ship

4 SHRIKE
3 KITE
1 OWL


Instance 2
10 SPEAR
4 PIKE
2 RAPTOR
1 EAGLE

Instance 3
1 Light Transport
1 Command Ship

Health
Light Transport 87
Command Ship 2
Particle Gunship 51
Missile Platform 30
Laser Ship 39

10 SPEAR 31
4 PIKE 35
1 SHRIKE 1 -2 int debuff
3 SHRIKE 16
3 KITE 16
1 OWL 2
2 RAPTOR 26
1 EAGLE 36

DEAD
1 CLARION
1 Owl



ROUND 2
1 Command Ship to release Interceptors (6)

1 Pike attacks Command Ship
3 Pike attack Light Transport
2 Raptors to attack Laser ship

Long Range Result
6 Kinetic Lances Intercepted (100% intercept rate)

Pike HITS Command Ship, Command Ship is destroyed!
3 Pikes HIT Light Transport does 60 dmg (BUG!)
2 remaining Raptor Kinetic Lances MISS (60% hit rate)

Health
Light Transport 87
Particle Gunship 51
Missile Platform 30
Laser Ship 39

10 SPEAR 31
4 PIKE 35
1 SHRIKE 1
3 SHRIKE 16
3 KITE 16
1 OWL 2
2 RAPTOR 26
1 EAGLE 36

Dead
1 CLARION
1 Owl
1 Command Ship

Movement 1
Particle Gunship attempts to intercept Raptors
Light transport attempts to flee

2 RAPTOR Close in on the missile ship
1 EAGLE

Movement 1 Result
Particle Gunship Intercepts Raptor 1 (75%). NEW instance 4
Light Transport Flees (no contest!)

Raptor 2 Close to Instance 2
Eagle

Short Range
Instance 4 Combat

Particle Gunship attacks Raptor 1
Raptor 1 attacks Gunship

Instance 4 Result

Particle Gunship HITS Raptor 1 (40% to hit), deals 13 dmg
Raptor CANNOT hit!

Instance 1 Combat
Laser Ship attacks OWL 2
Missile Ship attack Raptor 2 with 2 missiles

4 SHRIKE Attack Missile Ship
3 KITE
1 OWL
1 RAPTOR
1 EAGLE

Laser Ship HITS OWL 2 (30%) deals 41 dmg DESTROYS OWL 2
Missile Ship hits RAPTOR 2 (40%) with 1 missile deals 49 dmg, DESTROYS Raptor 2

Raptor 2 hits Missile Ship with 2 Kinetic lances (15% hit chance), deals 4 dmg
Eagle misses Missile Ship (36.25% hit chance)
Owl misses Missile Ship (42.5% to hit chance)
Kite 1 hits missile ship (42.5%) deals 1 dmg
Kite 2 misses Missile Ship (42.5% to hit chance)
Kite 3 misses Missile Ship (42.5% to hit chance)
Shrike 1 misses Missile ship (15%)
Shrike 2 misses Missile ship (15%)
Shrike 3 misses Missile ship (15%)
Shrike 4 misses Missile ship (15%)

Health
Particle Gunship 51
Missile Platform 25
Laser Ship 39

10 SPEAR 31
4 PIKE 35
1 SHRIKE 1
3 SHRIKE 16
3 KITE 16
1 RAPTOR 13
1 EAGLE 36

DEAD
1 Command Ship


1 CLARION
2 Owl
1 Raptor

FLED
1 Light Transport

Movement 2
Raptor 1 attempts to move to long range
Particle Ship does NOT want to let go of its prey…
Movement 2 result
Raptor 1 succeeds in fleeing (25%? Or 75%? Succeeded on the 25% chance anyway!)

END OF ROUND 2
Spoiler :


Instance 1
1 Missile Platform
1 Laser Ship

4 SHRIKE
3 KITE
1 EAGLE

Instance 2
10 SPEAR
4 PIKE
1 RAPTOR

Instance 3
1 Particle Gunship

Health
Particle Gunship 51
Missile Platform 25
Laser Ship 35

10 SPEAR 31
4 PIKE 35
1 SHRIKE 1
3 SHRIKE 16
3 KITE 16
1 RAPTOR 13
1 EAGLE 36

DEAD
1 Command Ship


1 CLARION
2 Owl
1 Raptor

FLED
1 Light Transport




Long Range
Pikes cannot HIT anything.

Raptor attacks Laser Ship

Long Range Result

Raptor hits Laser ship (100%) with 4 kinetic Lances deals 4 dmg

Movement 1

Particle gunship to intercept Raptor

Raptor to move to instance 2

Movement 1 result

Particle Gunship fails to intercept! (75%)
Raptor fails to move to instance 2 (75%)


Short range
Instance 1 combat
Missile ship sends 2 Missile into Eagle
Laser Ship attacks Eagle


4 SHRIKE attack Missile ship
3 KITE
1 EAGLE

Instance 1 combat result
Laser Ship hits Eagle (100%) deals 5 dmg
Missile Ship hits Eagle (100%) with 2 missiles, deals 62 dmg EAGLE DESTROYED

Eagle misses Missile ship (36.25%)
4 Shrikes all miss (15%)
3 Kites 2 hit, deal 2 dmg

Movement 2
N/A

END OF ROUND 3

SUMMARY
Spoiler :

Instance 1
1 Missile Platform
1 Laser Ship

4 SHRIKE
3 KITE

Instance 2
10 SPEAR
4 PIKE
1 RAPTOR

Instance 3
1 Particle Gunship

Health
Particle Gunship 51
Missile Platform 23
Laser Ship 35

10 SPEAR 31
4 PIKE 35
1 SHRIKE 1
3 SHRIKE 16
3 KITE 16
1 RAPTOR 13

DEAD
1 Command Ship


1 CLARION
2 Owl
1 Raptor
1 EAGLE

FLED
1 Light Transport


ROUND 4

Long Range

Raptor attacks laser Ship

Long Range Result

Raptor 4 hits, 0 dmg…

Movement Phase
Particle Gunship move to engage in Instance 1
Raptor moves to engage in Instance 1

Short Range
Instance 1
Missile Ship attacks raptor with 2 missiles
Laser Ship attacks Raptor
Particle Gunship attacks Shrike 1

4 SHRIKE attacks missile ship
3 KITE
1 RAPTOR

Close range resolved
Missile ship hits with 1 missile (40%) deals 29 damage DESTROYS RAPTOR
Laser Ship Misses (50%)
Particle GunShip misses (15%)

Raptor misses (15%)
4 Shrikes mis (15%)
3 Kites hit (36.25%) deal 3 dmg to missile ship

Movement 2
N/A

END OF ROUND 4
SUMMARY
Spoiler :

Health
Particle Gunship 51
Missile Platform 20
Laser Ship 35

10 SPEAR 31
4 PIKE 35
1 SHRIKE 1
3 SHRIKE 16
3 KITE 16

1 Command Ship

1 CLARION
2 Owl
2 Raptor
1 EAGLE

FLED
1 Light Transport


Then the Short Range Grinds on for a bit: Missile and Laser cannot HIT Kites and Shrikes. Particle Gunship cannot be hit by Kites and Shrikes but has a 15% to hit them soooo everything takes a LOOOONNNNG time.

Result Particle manages to kill off the Kites.
Kites/Shrikes manage to kill off the Laser and the Missile

Shrikes retreat to satellite network
Particle will get destroyed up close to them, so flees.

Survivors
10 SPEAR 1 Light Transport
4 PIKE 1 Particle Gunship
4 SHRIKE

212e 220e


 
Matt0088 Intrusion Fleet vs Kal'thzar's Fleet

Spoiler :

Instance 1
1 Light Transport
1 Command Ship
1 Particle Gunship
1 Missile Platform
1 Laser Ship
Instance 2
1 MFS Pelican
15 Seagull Mk2
1 MFS Swallow

ROUND 1
Long range
Missile Platform 1 missile Seagull 1
Missile Platform 1 missile Seagull 2
Command ship launch 6 interceptors at Seagull 3

Missile Platform hits seagull 1, 49 dmg. DESTROYS Seagull 1
Missile Platform misses seagull 2
Command Ship hits seagull 3 with 4 interceptors, deals 9 dmg

Movement 1
1 MFS Pelican All FLEE!
1 MFS Swallow
1 Light Transport

1 Particle Gunship All Avoid
1 Missile Platform
1 Laser Ship
1 Command Ship

14 Seagull Mk2 engage a combination of the particle/laser/missile ships, but they stuck together! This is NOT going to attempt to stick in 1 group!

Movement result
5 Seagull MK2 engage Group of warships

Close Range combat

Particle Ship to attack Seagull 1
Missile ship to send a missile into 2 different Seagulls (2,3)
1 Laser Ship to attack Seagul 4
Command Ship to attack Seagull 5

Close Range result
Command Ship hits seagull 5 deals 11 dmg
Particle Ship KILLS Seagull 1
Missile Platform misses seagull 2
Missile Platform hits and kills seagull 3
Laser Ship deals 16+ damage Kills Seagull 4

Movement 2
2 Seagull Mk2 attempt to close to boarding range of Command Ship
1 engaged to boarding range!

Boarding

1 seagull vs 1 Command Ship

Command Ship DESTROYED!

END OF ROUND 1
Summary
Spoiler :

Health
1 Particle Gunship 51
1 Missile Platform 31
1 Laser Ship 44

9 Seagull Mk2 13
1 Seagull Mk2 4
1 Seagull Mk2 2

DEAD
4 Seagull Mk2
1 Command Ship

Fled
1 MFS Swallow
1 MFS Pelican

1 Light Transport


ROUND 2
Long Range 1
N/A
(Missile Ship Engaged in combat)

Movement
9 remaining seagulls attempt to close
6 close

Close Range
Particle Ship to attack Seagull 1
Missile ship to send a missile into 2 different Seagulls
1 Laser Ship to attack Seagull 4

Close Range result
Particle Ship KILLS Seagull 1
Missile Platform misses seagull 2
Missile Platform misses seagull 3
Laser Ship deals 16+ damage Kills Seagull 4

Movement 2
6 Seagull Mk2 attempt to close to boarding range all ships (2 each)

Movement result
1 closes with particle ship

Boarding

1 seagull vs 1 Particle Gunship

Ship SEIZED

END OF ROUND 2
SUMMARY
Spoiler :

Instance 1

1 Missile Platform
1 Laser Ship

8 Seagull Mk2

Instance 2

1 Seagull Mk2

Health
1 Missile Platform 31
1 Laser Ship 44

5 Seagull Mk2 13
1 Seagull Mk2 4
1 Seagull Mk2 2

DEAD
6 Seagull Mk2
1 Command Ship

Fled
1 MFS Swallow
1 MFS Pelican

1 Light Transport

captured
1 Particle Gunship


ROUND 3
Long Range
n/a
Movement
2 more seagulls close range

Close range
Missile ship to send a missile into 2 different Seagulls
1 Laser Ship to attack Seagul 4

Missile Platform kills seagull 2
Missile Platform misses seagull 3
Laser Ship deals 16+ damage Kills Seagull 4

Movement 2
Boarding
3 attempt each

3 catch laser ship

Laser Ship seized

END OF ROUND 3

Summary
Spoiler :


Instance 1

1 Missile Platform
6 Seagull Mk2

Instance 2
1 Seagull Mk2

Health
1 Missile Platform 31

5 Seagull Mk2 13
1 Seagull Mk2 4
1 Seagull Mk2 2

DEAD
8 Seagull Mk2
1 Command Ship

Fled
1 MFS Swallow
1 MFS Pelican

1 Light Transport

captured
1 Particle Gunship
1 Laser Ship



Here the Missile Platform attempts to flee as the the Seagulls attempt to chase. The Missile Ship gets lucky and escapes most of the seagulls and managed to shoot them down whilst they slowly trickle in.

Final:
1 MFS Swallow
1 MFS Pelican
91 e

1 Light Transport
1 Missile Platform
200 e

 
Tactics and stuff for the above

Matt0088 was easy: Swarm everything, although I probably should have fled more with the missile ship and let them trickle in to it, especially when the command ship was lost and it was the only one with int.

Symphony D's fleet composition was difficult:

The platforms couldn't move.
There was a bunch of stuff that his ships couldn't hit etc so I did:

Everything attack the command ship first
Then the missile ship
Then ideally would retreat and bring the close range ships into the teeth of the Spear sats (would have ripped Particle/laser to pieces)
That didn't work out, so just attempted to blast the laser ship to bits and then flee the particle ship.

This worked out really well, made a couple of mistakes => should have engaged the command ship with some stuff in ROUND 1 to kill it off properly. Light Transport should have fled in ROUND 1.


QUESTIONS THAT HAVE ARISEN FROM THOSE TWO SIMULATIONS:
Q's
Fleet Command bonus, applies to Command Ship? Command Deck has an int bonus to ship, but Command staff do not.

Interceptors and Kinetic Lances? I played it yes, but I wasn't clear if it was busters that could be intercepted or everything in the missile class (including other interceptors!)

Jammers, Entire battlefield? Are they Long range/Short range? Cumaltive or highest debuff? Can you get -ve int? (Symphony D's simulation was played with -ve int, and Matt0088 was played without I felt it hindered swarm tactics but...*shrug*)

Ended Jammer debuff in the phase immediately after the jammer was destroyed OR in the ROUND after it was destroyed?

How Long does the int Debuff from particle weapon hits last?

Missile damage error, can get -ve health dmg

-ve armour BREAKS Beam damage SO bad (maybe you should do max of armour or 1 on the bottom of that calculation, -4 breaks it, -5 and up means you cannot do damage).

Platforms can still technically engage ships with 0 speed! (instead of being infinitely faster)

What happens to captured ships at the end of the battle if the rest of their fleet is wiped out?

It is WAY to easy for boarded ships to be destroyed, Maybe make it more difficult to get Ship to ship of 20ish, or just bump up all the need probabilities? Needs balancing out a bit more...
 
If I was to rebuild the MDF I would get rid of all Shrikes, Kites, and Raptors and mass-field this (Refined) in their places:

Shrike II AEF:
2 Metal Capacitors
4 Pulse Drives
1 Fusion Buster

Cost: 38e (17e) / 19m / 10v / 0a / 0t / 18s
Size: 21 / Mass: 16
IS Rating: 0 / IP Speed: 5 / Range: 0 / Power: 0 / Heat: -3
Init: 0 / Dodge: 6 / Missile: 0 / Armor: 1 / Shield: 0

Success rate might suck but you're going to have a lot of opportunities to get through, and you don't need many. Kinetic Lances look totally useless; you can't mass them in numbers for damage to be worth hauling them around. Hoping for a lucky roll on the nukes seems a much better bet.

The Owl and Eagle also look fairly useless in and of themselves except as cannon fodder. Firepower is clearly less important for the ships than harassment to keep Pikes and Spears alive—might be worth just going all Shrike II/Spear/Pike.
 
If I was to rebuild the MDF I would get rid of all Shrikes, Kites, and Raptors and mass-field this (Refined) in their places:

Shrike II AEF:
2 Metal Capacitors
4 Pulse Drives
1 Fusion Buster

Cost: 38e (17e) / 19m / 10v / 0a / 0t / 18s
Size: 21 / Mass: 16
IS Rating: 0 / IP Speed: 5 / Range: 0 / Power: 0 / Heat: -3
Init: 0 / Dodge: 6 / Missile: 0 / Armor: 1 / Shield: 0

Success rate might suck but you're going to have a lot of opportunities to get through, and you don't need many. Kinetic Lances look totally useless; you can't mass them in numbers for damage to be worth hauling them around. Hoping for a lucky roll on the nukes seems a much better bet.

The Owl and Eagle also look fairly useless in and of themselves except as cannon fodder. Firepower is clearly less important for the ships than harassment to keep Pikes and Spears alive—might be worth just going all Shrike II/Spear/Pike.

Kinetic Lances are NOT buster missiles though, and buster missiles take extra -ve's to hit. With no int Shrike II cannot hit anything with a dodge of 3 or more.

On the Pikes and Spears issue, try mixing some long range particle sat's in there.
 
Have not tested matts raven fleet: Under normal rules they will wipe out my fleet (and most fleets at that). However, Both long range particle weapons have 'low chance to hit' in their description, not included in the battle calculator so I left them. Finally, I think particle and beam weapons need to have something to place a cap on the bonus to hit from -ve dodge opponents (at the moment -4/-3 times a -ve dodge is a HUGE bonus!). Maybe make it worse than missiles: missiles can auto-correct their course, beam and particle cannot....

Having looked at the potential ship designs:

Laser ships are heavy (low dodge) and hence lend themselves to heavy armour and shield designs.
Missile Ships tend to have medium weight and hence medium stats (int, dodge, armour, shield)
Particle Ships tend to have light weight, and high dodge (low armour, shield, int).

In turn:
Particle is best used against High Dodge opponents, or High Int opponents

Laser is best used against medium dodge opponents (less than 4 dodge with no int modifiers)

Missile is best used against low dodge opponents, low int opponents (with or without heavy armour/shields).

So particle vs uhmm everything. Missile beats Laser at long range, Laser and Missile close up will tear each other to pieces.

Solutions: Make beam hit HIGH dodge targets, make particle hit Medium Dodge targets swap => Dodge*IF(Range="L";4;1) for laser with Dodge*IF(Range="L";3;0.5)

That way: particle beats High Int and medium dodge, Missile beats low dodge (via high int etc), and laser beats High Dodge.
 
Insert Commandship Name Here:

1x Charm Drive
2x Basic Fusion COre
3x Pellet Fusion Core
2x Deuterium Drives
4x Refined Computer Modules
1x Command Deck
1x Command Staff
1x Jammers
1x EW Suite
1x Gas Vents
1x InterCeptors
2x Fusion Busters
1x Plasma Shield
1x Tungstan Armor
1x Heavy Cladding
1x Reflective Cladding.

Stats: 169 e to produce. 65 s to create.

Initative 5
Dodge -16
Missile Defence 0
Armour 28
Shielding 8

#Missiles 3
Missile Total Damage 49

Int Bonus to Fleet 4

EW Score 21
EW Vulnerability 32

1. Cannot cost the refined computer modules
2. has an IP and IS speed of 0!
3. No range (but even on defence, IS, IP = 0!)

Insert Generic Coran Destroyer Name Here

1x Twist Drive
2x Fission Core
3x Pellet Fusion Core
4x Deuterium Drive
1x Microwave Beamer
1x Microwave Laser
1x Plasma Shielding

Cost: 110 e 43 s to design.

Dodge -14
Missile Defence 0
Armour -3
Shielding 12

#EM 2
EM Total Damage 95

1. TOO HOT!
2. no range

Insert Generic Coran Electronic Warfare Ship Name Here

1x Charm Drive
2x Pellet Fusion Core
3x Deuterium Drive
10x Refined Computer Module
1x Jammers
1x EW Suite
1x Ice Sink
5x Interceptors
1x Laser Net
3x Tungstan Armor

Cost: 130 e to make. 49 s to design

Initative 8
Dodge -13
Missile Defence 0
Armour 12
Shielding 0
#Missiles 5
Missile Total Damage 5
Can make EW attacks YES
EW Score 30
EW Vulnerability 16

1. How to cost refined comp modules?
Design still works with unrefined comp modules though.
 
Hmm. They seemed fine in my ship designer. Let me look into it.

Maybe I am using the wrong version of the ship designer. That would suck.
 
My concern with Commlinks is that 1 Comp Module + Commlinks adds 1 Fleet Int, but 2 Comp Modules + Commlinks doesn't seem to add any Fleet Int at all.

Symphony, you should try experimenting with refined Ion Cannons on some of your larger particle designs.
 
@Dis: The Daredaro will prefer plains

Here is my first attempt at a fleet, I don't think this turned out too well, but we'll see.

"DSF Electric Eel"
3x Manifold drive
9x Metal Capacitors
4x Pulse Drive
1x Recycler
8x External Hangars
2x Computer Modules
1x Command Deck
1x Command Staff
1x Comlinks
1x Scanner
1x Jammer
1x EW Broadcaster

Cost: 132e
Tactics: Has no weapons, but is a carrier that drops off stingrays, then retreats and makes EW attacks.

"DSF Stingray"
4x Metal Capacitors
2x Pulse Drives
1x Recyclers
2x Microwave Lasers
3x Tungsten Armor

Cost: 39e, 18e refined
Tactics: Gang up all on one ship

So I can have a fleet of 2 Electric eels and 10 Stingrays after thet are refined.
 
My concern with Commlinks is that 1 Comp Module + Commlinks adds 1 Fleet Int, but 2 Comp Modules + Commlinks doesn't seem to add any Fleet Int at all.

Actually now that you mention this my Electric carrier ship does give less Fleet Int with 2 comp modules instead of 1.
 
Back
Top Bottom