Symphony D.
Deity
NIGHTSHADE AGGRESSOR FLEET
The Nightshade Aggressor Fleet (NAF) is a development of the Speedman Aggressor Fleet model. The NAF is designed for hit-and-run attacks on important enemy fleet concentrations and installations. Get in, kill everything you can, and get out. The NAF assumes DHe Fusion Cores, Microwave Lasers, and Salt Sinks are Refined (1000e, 400s), TL5, Advancer/Poor Safety, and a 600e limit.
The Sunrise accelerates both Mandrakes up to IP Speed 6, while also engaging whatever looks to be the most important target with its third laser. From there, the Sunrise hangs back and does long-range fire against larger, more important ships, and also engages in missile defense. The Mandrakes are to shield the Sunrise, tear apart clouds of smaller enemies, and rake larger ships with their multiple independent lasers. If anything seems capable of knocking out the Sunrise, and is not killed by it somehow, the Mandrakes are to eliminate it as a priority.
All ships are fully capable of leaving at any time; as their mission profile is essentially a raid, their objectives are to kill high value targets (warships, carriers, supply ships, etc.) and leave before sustaining notable damage, rather than to kill absolutely everything.
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Thoughts:
The Nightshade Aggressor Fleet (NAF) is a development of the Speedman Aggressor Fleet model. The NAF is designed for hit-and-run attacks on important enemy fleet concentrations and installations. Get in, kill everything you can, and get out. The NAF assumes DHe Fusion Cores, Microwave Lasers, and Salt Sinks are Refined (1000e, 400s), TL5, Advancer/Poor Safety, and a 600e limit.
Spoiler Ship List :
Sunrise class Laser Frigate
1 Twist Drive
7 DHe Fusion Core (Refined)
3 Deuterium Drive
1 Pulse Drive
1 Recyclers
1 Hibernation Pods
2 Computer Modules
1 Sanners
1 Salt Sinks (Refined)
1 Gas Vents
6 Interceptors
3 Microwave Beamer
1 Plasma Shield
1 Tungsten Armor
1 Heavy Cladding
Cost: 203e (91e) / 68m / 149v / 0a / 0t / 70s
Size: 97 / Mass: 113 / IS: 3 / IP: 1
Range: 2 / Power: 43 / Heat: -5
Init: 4 / Dodge: -22 / Missile: 0 / Armor: 18 / Shield: 17
EM Total Damage: 258 (86 each)
Missile Total Damage: 6
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Mandrake class Laser Frigate
1 Twist Drive
7 DHe Fusion Core (Refined)
4 Deuterium Drive
1 Mirror Sail
1 Recyclers
1 Hibernation Pods
2 Computer Module
1 Scanner
1 Salt Sinks (Refined)
1 Radiators
1 Gas Vents
7 Microwave Lasers (Refined)
1 Plasma Shield
5 Tungsten Armor
1 Heavy Cladding
Cost: 180e (81e) / 68m / 101v / 0a / 0t / 64s
Size: 64 / Mass: 102 / IS: 5 / IP: 1 (6)
Range: 2 / Power: 53 / Heat: -2
Init: 4 / Dodge: -18 / Missile: 0 / Armor: 28 / Shield: 20
Total EM Damage: 357 (51 Each)
1 Twist Drive
7 DHe Fusion Core (Refined)
3 Deuterium Drive
1 Pulse Drive
1 Recyclers
1 Hibernation Pods
2 Computer Modules
1 Sanners
1 Salt Sinks (Refined)
1 Gas Vents
6 Interceptors
3 Microwave Beamer
1 Plasma Shield
1 Tungsten Armor
1 Heavy Cladding
Cost: 203e (91e) / 68m / 149v / 0a / 0t / 70s
Size: 97 / Mass: 113 / IS: 3 / IP: 1
Range: 2 / Power: 43 / Heat: -5
Init: 4 / Dodge: -22 / Missile: 0 / Armor: 18 / Shield: 17
EM Total Damage: 258 (86 each)
Missile Total Damage: 6
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Mandrake class Laser Frigate
1 Twist Drive
7 DHe Fusion Core (Refined)
4 Deuterium Drive
1 Mirror Sail
1 Recyclers
1 Hibernation Pods
2 Computer Module
1 Scanner
1 Salt Sinks (Refined)
1 Radiators
1 Gas Vents
7 Microwave Lasers (Refined)
1 Plasma Shield
5 Tungsten Armor
1 Heavy Cladding
Cost: 180e (81e) / 68m / 101v / 0a / 0t / 64s
Size: 64 / Mass: 102 / IS: 5 / IP: 1 (6)
Range: 2 / Power: 53 / Heat: -2
Init: 4 / Dodge: -18 / Missile: 0 / Armor: 28 / Shield: 20
Total EM Damage: 357 (51 Each)
Code:
[b]NIGHSHADE AGGRESSOR FLEET (NAF)[/b]
[b][u]NAME PRICE # COST[/b][/u]
[i]Sunrise[/i] class 203e 1 203e
[i]Mandrake[/i] class 180e 2 360e
[b]TOTAL 563/600e[/b]
[b]Other Costs:[/b] 204m / 351v / 0a / 0t / 134s
The Sunrise accelerates both Mandrakes up to IP Speed 6, while also engaging whatever looks to be the most important target with its third laser. From there, the Sunrise hangs back and does long-range fire against larger, more important ships, and also engages in missile defense. The Mandrakes are to shield the Sunrise, tear apart clouds of smaller enemies, and rake larger ships with their multiple independent lasers. If anything seems capable of knocking out the Sunrise, and is not killed by it somehow, the Mandrakes are to eliminate it as a priority.
All ships are fully capable of leaving at any time; as their mission profile is essentially a raid, their objectives are to kill high value targets (warships, carriers, supply ships, etc.) and leave before sustaining notable damage, rather than to kill absolutely everything.
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Thoughts:
- Sail calculation still seems wonky. For example, the Sunrise gets 102 mass in all five speed boost slots, so it can either push something really fast or not all, which makes not much sense. I don't think you need the firing ship's mass in the calculation at all, since beam power is more or less itself a direct reflection of mass because of component heft. Otherwise you get weird cutoffs like this. I'd say make it solely power based. Maybe every given mirror sail can only absorb so much energy...
- Let's say you have a transport ship with things on it. If this transport ship has a mirror sail, and is accelerated to speed, and then undocks what it has onboard, do all those undocked ships retain the speed benefit, or does each of them also need a mirror sail? Conservation of momentum would strongly suggest the former (though the carried ship mass would count)... In which case a laser ship coupled with a carrier can do some interesting things, like disgorge nuclear-tipped and kinetic fighters at IP Speed 9+. (See post below.)
- Shouldn't a Kinetic Lance's damage be a result of IP Speed, rather than Propulsion technology? (Or possibly both?)
- Quantity of EW Broadcasters and Jammers seems to have no effect on decreasing EW Vulnerability even though column DE in CC suggests it should; column DE not tallied in calculations anywhere, apparently. Algorithmic Interlocks does, but only for the first iteration. UPDATE: trying it on a different ship, seems to take lots to make a slight difference.