Pre-SysNES2: Beta-testing and Submission

Well the Enfield vs Minibus/Sheriff, it's a very strong favourite (90%+) to win the long battle, but since they all have similar IP speed and int and the damage is low compared to their total size, the latter two ships are highly likely to be able to flee with minor damage long before being destroyed.

Which is about what you'd expect.
 
With Symph's revelation that 3 Avoid is actually useless against missile boats at low tech, I provide:

Sheriff Mk II

12x Burst Drive
2x Deuterium Drive
1x Recyclers
1x Engineering Bay
2x Cargo Bay
1x Computer Module
1x Scanners
1x Gas Vents
1x Ion Cannon (Refined)
8x Titanium Armor
3x Carbon Armor
1x Heavy Cladding

Cost: 69e (31e) / 46m / 73v / 0a / 0t / 30s
Size: 60 / Mass: 57 / IS: 1 / IP: 1
Range: 1 / Power: 0 / Heat: -5
Init: 1 / Dodge: -16 / Avoid: 0 / Armor: 42 / Shield: 1
Refine: 99e / 25s

Particle Damage: 8
Cargo Space: 8

Rugged Designers active.

Description: What a boss. The eco-friendly model replacing Gas Vents with Radiators reduces armor to a measly 36 and v cost to 13. Remains useful as a support and troop transport ship and can participate as an auxiliary in main fleet battles thanks to its obscene armor. Useful as a close-range tank for a swarm of Dragonflies.
 
Yeah. Also, a single ion cannon is easily defeated, even if Refined.
 
A refined Ion Cannon does 8 damage, which will be totally blocked by 3 Shield / 8 Armor, 2 Shield / 15 Armor, or 1 Shield / 23 Armor. Enfield II, with S2/A17, is totally immune. Twincoupled, unrefined Ion Cannons (12 damage) will take S3/A23, S2/A31, or S1/A39 to totally block. In other words: try using the Stats page of the BattleCalc, yo, it's hella useful.

In other news, Shields are useful, you should probably try and get at least S1 whenever possible or economical.

---

Meanwhile, here's something hilarious if you focus on refining components beyond what's possible for current battlefleet regulations:

Thunderbolt II Block 10 (T3)

1 Charm Drive
4 Deuterium Drive (Refined)
3 Pulse Drive
1 Gas Vents
3 Coilgun (Refined) [TRIPLE-COUPLED]
1 Lubricants (Refined)
15 Carbon Armor (Refined)

Cost: 81e (36e) / 14m / 60v / 0a / 0t / 34s
Size: 46 / Mass: 18 / IS: 0 / IP: 8
Range: 0 / Power: 0 / Heat: -5
Init: 2 / Dodge: 6 / Avoid: 3 / Armor: 32 / Shield: 1
Refine: 117e / 29s

---

D6/V3/A32/S1 is hilariously survivable, even if damage is zeroed out against high A/S combos. It takes a solid hit with a big (Laser) gun to take this thing down at all fast, and missiles can generally forget it unless really specialized for high init (> I14), if it's backed up by a +8 Fleet Init ship (as it would be to use the Charm Drive).
 
Two sort-of-variations on the same theme, looking to different applications:

---

4 Deuterium Drive (Refined)
4 Pulse Drive (Refined)
1 Water Suspension
1 Gas Vents
4 Coilgun (Refined) [QUAD-COUPLED]
1 Lubricants (Refined)
1 Carbon Armor (Refined)

Cost: 72e (32e) / 13m / 48v / 0a / 0t / 31s
Size: 29 / Mass: 24 / IS: 0 / IP: 7
Range: 0 / Power: 0 / Heat: -5
Init: 1 / Dodge: 8 / Avoid: 3 / Armor: 4 / Shield: 1
Refine: 103e / 27s

Guns will penetrate S3/A18 and S2/A22 for 4 Damage at 100% hit rate
With +8 Fleet Init: I9/D8/V3: 0% FM hit chance through to I15

---

1 Charm Drive
5 Deuterium Drive (Refined)
3 Pulse Drive (Refined)
1 Gas Vents (Refined)
6 Coilgun (Refined) [HEXA-COUPLED]
1 Lubricants (Refined)
1 Barrel Casings (Refined)
8 Carbon Armor (Refined)

Cost: 91e (41e) / 19m / 46v / 0a / 0t / 37s
Size: 38 / Mass: 24 / IS: 0 / IP: 7
Range: 0 / Power: 0 / Heat: -5
Init: 2 / Dodge: 6 / Avoid: 6 / Armor: 20 / Shield: 1
Refine: 131e / 33s

Guns will penetrate S4/A30 and S3/A34 for 5 Damage at 100% hit rate
With +8 Fleet Init: I10/D6/V6: 0% FM hit chance through to I17

---

The double ammo bonus, hexa-coupled, refined Coilgun setup does like 60 damage at S0/A0. It is a seriously nasty beast in close-range fights if you upgrade those pieces, in a way that Catapults and Ion Cannons, power-to-weight wise, cannot really match. You have to refine all that stuff, but you get your money's worth out of it. Even without the ammo components you'll get 36 damage at S0/A0. Apparently coupling has no effect on reducing Avoid either, so you can target only one thing a turn, but you can kill it. Gattling supremacy.

I think the second, future-proofed with Maneuvering Jets/Gas Rockets/Water Suspension, and re-engineered in T4/T5 with something like SysNES1's Boron Drives instead of Deuterium Drives (and rearranged a bit) would be a pretty amazing Corvette for its time.

---

Also, finished reading SysNES1. Shame it ended when it did, it was just getting really interesting.
 
A Missile-Laser Fleet

Missile got most of the e and development, laser ship is a single ship to try and cover particle stuff, long ranged so its always useful (its a very slow ship!)

Spoiler :


Aegis Command

22 x Burst Drive (REF)
3 x Pellet Fusion Core
1 x Light Sail
1 x Command Deck
1 x Command Staff
2 x Computer Module
1 x Commlinks
1 x Scanners
7 x Jammers (REF)
3 x Heavy Fission Busters (REF)
1 x Plasma Shield
7 x Tungstun Armour
1 x Heavy Cladding


Skirnir Bomber

23 x Burst Drive (REF)
1 x Pellet Fusion Core
1 x Light Sail
5 x Computer Module
1 x Scanners
7 x Heavy Fission Busters (REF)
35 x Carbon Armour
1 x Heavy Cladding

Vali Interceptor

23 x Burst Drive (REF)
1 x Pellet Fusion Core
1 x Light Sail
5 x Computer Module
1 x Scanners
9 x Interceptors
10 x Carbon Armour
5 x Tungsten Armour
1 x Heavy Cladding

Tyr Laser Destroyer

26 x Burst Drive (REF)
5 x Pellet Fusion Core
1 x Light Sail
2 x Microwave Beamer
1 x Plasma Shield
10 x Tungsten Armour
1 x Heavy Cladding

Baldric Supply

5 x Burst Drive (REF)
2 x Fission Rocket
1 x Habitat Section
1 x Supply Section


Fleet:
Skirnir Bomber 86*2
Aegis Command 125*1
Baldric Supply 25*1
Vali Interceptor 158*1
Tyr Laser Destroyer 106*1

Total: 586
Refined was maxed etc (Jammers, burst, heavy Fission Busters)

A slight reorientation was needed to protect my central command from particle. If I wanted to, I could probably put a little less armour on the missile ships and get some shields on them.

Do a combat with one of Symphony D.'s fleets. Should be fairly rock, paper, scissor.
 
At this stage I'd say I'm strongly in favor of always coupling >2 Coilguns, not that it would make a lot of difference against those ridiculous Armor tallies. The Thunderbolts will probably just be doing intercept duty; on the other hand you're going to be eating lots of Kinetic Lances (27/t, 54min, 162max against A50). It looks like it boils down to whose command ship dies first. If I had any idea of what HP values were for ships I could make an informed decision as to whether to target it first, or to just wipe out the "bombers," but I don't, so.

On that note, I read the Aegis Command as being at -5 Power as listed, and the cost is way off (I see 102 for those components).
 
Praxzen Fleet Concept STEEL REIGN

I'mma steal your ideas and my own again. The gist of this idea is low-tech and small ships rule and refining high-cost components sucks. T3, CON4, Poor Safety, Advancer:

---

Skipjack class

9 Burst Drive
2 Fission Rocket
3 Computer Module
1 Scanners
5 Kinetic Lances (Refined)
2 Carbon Armor (Refined)

Cost: 35e (16e) / 25m / 17v / 0a / 0t / 17s
Size: 45 / Mass: 40 / IS: 1 / IP: 1
Range: 0 (1) / Power: 0 / Heat: -5
Init: 5 (13) / Dodge: -11 / Avoid: 0 / Armor: 2 / Shield: 0
Refine: 50e / 13s

Missile Total Damage: 40

---

Beluga class

21 Burst Drive
4 Basic Fusion Core
4 Deuterium Drive
1 Command Deck
1 Command Staff
1 Computer Module
1 Commlinks
1 Scanners
6 Jammers
3 EW Broadcasters
16 Carbon Armor (Refined)
1 Heavy Cladding

Cost: 170e (77e) / 57m / 22v / 0a / 4t / 65s
Size: 104 / Mass: 77 / IS: 1 / IP: 1
Range: 0 (1) / Power: 2 / Heat: -5
Init: 4 (12) / Dodge: -25 / Avoid: 0 / Armor: 48 / Shield: 0
Refine: 280e / 70s

Init Bonus to Fleet: 8
Jammer Init Debuff: 5

---

Tortuga class

5 Burst Drive
1 Fission Rocket
1 Recyclers
1 Supply Section
2 Carbon Armor (Refined)

Cost: 24e (11e) / 7m / 10v / 0a / 0t / 13s
Size: 25 / Mass: 11 / IS: 1 / IP: 1
Range: 1 / Power: 0 / Heat: -5
Init: 2 (10) / Dodge: -5 / Avoid: 0 / Armor: 5 / Shield: 0
Refine: 32e / 8s

---
Code:
[b][u]REFINEMENT COSTS

NAME			IND	SCI[/b][/u]
Carbon Armor		300e	150s
Kinetic Lances		300e	100s
[i]Skipjack[/i] class		46e	12s
[i]Beluga[/i] class		280e	70s
[i]Tortuga[/i] class		32e	8s

[b]TOTAL:			958e	340s[/b]
Code:
[b][u]PFC STEEL REIGN

NAME				PRICE	#	COST[/b][/u]
[i]Skipjack[/i] class (Ref.)		16e	32x	512e
[i]Beluga[/i] class (Ref.)		77e	1x	77e
[i]Tortuga[/i] class (Ref.)		11e	1x	11e

[b]TOTAL:						600/600e[/b]

[b]OTHER COSTS:[/b] 864m / 576v / 0a / 4t / 95s

FIRE EVERYTHING!!! Let's talk about Alpha Strikes. This is 160 Kinetic Lances per turn. Or, between 320min to 1280max damage/turn, against A50 and through Shields, from turn one. Warp in and blow everything out of the sky with your awesome firepower. Something like the Thunderbolts will hard-kill this fleet but anything that lacks high Avoid and high Dodge just dies (so you can kill a Thunderbolt's command ship to zero out their Fleet Init and then murder them all through attrition by sheer volume of fire). Resource costs are sort of high but e is modest and science is low as hell, you can start building it early, and it'll stay relevant.

P.S., if you strip the Carbon Armor off the Skipjacks, for the savings you can fit 2 more of them, for 170 Kinetic Lances.
 
At this stage I'd say I'm strongly in favor of always coupling >2 Coilguns, not that it would make a lot of difference against those ridiculous Armor tallies. The Thunderbolts will probably just be doing intercept duty; on the other hand you're going to be eating lots of Kinetic Lances (27/t, 54min, 162max against A50). It looks like it boils down to whose command ship dies first. If I had any idea of what HP values were for ships I could make an informed decision as to whether to target it first, or to just wipe out the "bombers," but I don't, so.

On that note, I read the Aegis Command as being at -5 Power as listed, and the cost is way off (I see 102 for those components).

My mistake, 4 x Pellet Fusion Core on the Aegis/command. And I have Burst Drives, Jammers and Heavy Fission Busters refined. So unless my designer is getting a bit too modified it should be okay...?

I tried a simulation, I'm going to tidy it up. Command Ships were targeted in the first round (well, Busters were more widespread and hit some avengers). 27 Kinetic Lances reduced the Aegis to about 20 hp, got lucky on intercepting the Kinetic Lances (91%), got them all. Thing about the Lances is that because there is so many of them its pretty sharply peaked around the average value.

After that the Thunderbolts would probably flee, but in Close Range they shot up a Bomber, but yeah, not enough damage. Some Ion Cannons would have wrecked the Bombers/interceptors.
 
FIRE EVERYTHING!!! Let's talk about Alpha Strikes. This is 160 Kinetic Lances per turn. Or, between 320min to 1280max damage/turn, against A50 and through Shields, from turn one. Warp in and blow everything out of the sky with your awesome firepower. Something like the Thunderbolts will hard-kill this fleet but anything that lacks high Avoid and high Dodge just dies (so you can kill a Thunderbolt's command ship to zero out their Fleet Init and then murder them all through attrition by sheer volume of fire). Resource costs are sort of high but e is modest and science is low as hell, you can start building it early, and it'll stay relevant.

P.S., if you strip the Carbon Armor off the Skipjacks, for the savings you can fit 2 more of them, for 170 Kinetic Lances.

Thats disgusting :p. But more to the point, do you see any weaknesses in the current system?

Log:

Spoiler :

Long Range Instance 1
Avenger class Attack Corvette 9
Hornet class Support Frigate 1
Thunderbolt II class Strike Corvette 6
vs
Long Range Instance 2
Skirnir Bomber 2
Aegis Command 1
Baldric Supply 1
Vali Interceptor 1
Tyr Laser Destroyer 1

ROUND 1
Long Range Phase

Avengers attack Kin lances Aegis Command

Vali Interceptor Launches Interceptors
Skirnir Bomber 1 Attacks Hornet
Skirnir Bomber 2 Attacks 3 (2,2,1) Avengers
Tyr Laser Destroyer Attacks 2 Avengers
Aegis Command Attacks (2,1) Avengers (hit wounded Avenger)

Vali Interceptors Intercept 9 Avenger Kinetic Lances (90%)

Avenger Kinetic Lances 27 Hit Aegis (100%) Deals 101 dmg
Skirnir Bomber 2 2 Hits Avenger (100%) deals 34 dmg, Avenger Destroyed
2 Hits Avenger (100%) deals 64 dmg, Avenger Destroyed
1 Hits Avenger (100%) deals 28 dmg
Aegis Command 1 Hits Avenger (100%) deals 34 dmg, Avenger Destroyed
2 Hits Avenger (100%) deals 48 dmg, Avenger Destroyed
Tyr Laser Destroyer 1 Hits Avenger (100%) deals 46 dmg, Avenger Destroyed
1 Hits Avenger (100%) deals 46 dmg, Avenger Destroyed
Skirnir Bomber 1 5 Hits Hornet (100%), deals 98 dmg, Hornet Destroyed

Forgot Skinirs had 7 busters each…

Movement Phase

Illosian Ships stick together Group 1
Except Baldric which Flees!

Close with Group 1 6 Thunderbolt II
Engagement Automatic

EW Phase
Aegis Command Ship Attacks 1 Thunderbolt II

0 PASSIVE YES LISTEN IN (CAN'T BE SURPRISED)
0 PASSIVE YES READ MAIL (GET INFORMATION)
1 PASSIVE YES BREAK CODES (DEFENDER EW 33% DEBUFF THIS TURN AND NEXT)
1 ACTIVE SHIP ONLY YES RAID SHIP DATA

Close Range Instance 1
6 x Thunderbolt II attack Skinir Bomber A (100%) deal 24 dmg

Illosian Ships have all fired!

END ROUND 1
ROUND 1 Summary

Long Range Instance 1 Health
Avenger class Attack Corvette 3 29

Close Range Instance 1
Thunderbolt II class Strike Corvette 6 41

Skirnir Bomber 1 111
Skirnir Bomber 1 135
Aegis Command 1 20
Vali Interceptor 1 114
Tyr Laser Destroyer 1 138

Dead
Hornet class Support Frigate 1
Avenger class Attack Corvette 6

Fled
Baldric Supply 1

ROUND 2
Long Range Phase
Avengers attack Kin lances Aegis Command

Vali Interceptor Launches Interceptors
Skirnir Bomber 1 Attacks (2,2,1) Avengers
Skirnir Bomber 2 Attacks (1) Avengers

Vali Interceptors Intercept 9 Avenger Kinetic Lances (100%)

Avenger Kinetic Lances 3 Hits Aegis (100%), deals 12 dmg
Skinir Bomber 1 2 Hits Avenger (100%) deals 55 dmg, Avenger Destroyed
2 Hits Avenger (100%) deals 45 dmg, Avenger Destroyed
1 Hits Avenger (100%) deals 12 dmg
Skinir Bomber 2 1 Hits Avenger (100%) deals 12 dmg

Movement Phase

Nothing can work here

EW Phase
Aegis Command Ship Attacks 1 debuffed Thunderbolt II

0 PASSIVE YES LISTEN IN (CAN'T BE SURPRISED)
0 PASSIVE YES READ MAIL (GET INFORMATION)
1 PASSIVE YES BREAK CODES (DEFENDER EW 33% DEBUFF THIS TURN AND NEXT)
1 ACTIVE SHIP ONLY YES RAID SHIP DATA
1 ACTIVE SHIP ONLY YES RELEASE CARGO (AND STEAL IT)
1 ACTIVE SHIP ONLY YES BLANK SENSORS (INT TO 0)
4 ACTIVE SHIP ONLY NO DISRUPT (ENEMY CAN'T USE WEAPONS OR EW FOR ONE COMBAT STEP)
0 ACTIVE SHIP ONLY NO LOCKDOWN 1 (ENEMY STUNNED FOR 2 COMBAT STEPS)
4 ACTIVE SHIP ONLY NO LOCKDOWN 2 (ENEMY STUNNED FOR 4 COMBAT STEPS)
10 ACTIVE SHIP ONLY NO LOCKDOWN 3 (ENEMY STUNNED FOR REST OF BATTLE)
20 ACTIVE SHIP ONLY NO FALSE INFO (ENEMY FLEET INT DEBUFF)

Close Range Phase
6 x Thunderbolt II attack Skinir Bomber 1

Skinir Bomber 1 Attack (2) Thunderbolt II
Skinir Bomber 2 Attack (3,3) Thunderbolt II
Aegis Attack (3) Thunderbolt II
Tyr Attack (2) dmged Thunderbolt II (skin1)

6 x Thunderbolt II 5 Hits Skinir Bomber 1 (83%), deal 20 dmg

Skinir Bomber 1 1 Hit Thunderbolt II (83%), deals 10 dmg
Skinir Bomber 2 3 Hits Thunderbolt II (83%), deals 76 dmg,destroyed
Skinir Bomber 2 1 Hit Thunderbolt II (83%), deals 16 dmg
Aegis 2 Hits Thunderbolt II (83%), deals 49 dmg,destroyed
Tyr 2 Hits Thunderbolt II (83%), deals 20 dmg

END ROUND 2
Round 2 Summary

Long Range Instance 1 Health
Avenger class Attack Corvette 1 5

Close Range Instance 1
Thunderbolt II class Strike Corvette 2 41
Thunderbolt II class Strike Corvette 1 11
Thunderbolt II class Strike Corvette 1 25


Skirnir Bomber 1 99
Skirnir Bomber 1 135
Aegis Command 1 8
Vali Interceptor 1 114
Tyr Laser Destroyer 1 138

Dead
Hornet class Support Frigate 1
Avenger class Attack Corvette 8
Thunderbolt II class Strike Corvette 2

Fled
Baldric Supply 1


…I'm not continuing this

Rebalancing
Uhmm….not sure, Coil might still do very small amounts of dmg
Ion would have destroyed my fleet here

Also, looking at it, my ships would get mauled by a EW ship or Boarding ships


Some Questions:
EW Warfare: How much is the fleet int debuff? and does it apply to all ships or just the one you hit?
Overload, is it just the power output that dmgs it?
EW debuff 33% does that just increase EW vulnerability by 33%?

Also I'm still not sure when Passive and active attacks for EW are used? I mean is there any distinction between the two types of attacks?

EDIT: Symphony, Size equal hp. Possibly something Dis might change!
 
Thats disgusting :p. But more to the point, do you see any weaknesses in the current system?
The only way a command ship survives against Steel Reign is if it's built something like the following:

1 Twist Drive
5 DHe Fusion Core (Refined)
4 Deuterium Drive
1 Command Deck
1 Command Staff
1 Computer Module
1 Commlinks
1 Scanners
6 Jammers
4 EW Broadcasters
1 Gas Vents
9 Coilgun (Refined)
1 Lubricants
1 Barrel Casings
1 Pebble Net
9 Carbon Armor (Refined)
3 Tungsten Armor
1 Heavy Cladding

Cost: 311e (140e) / 69m / 103v / 0a / 0t / 103s
Size: 77 / Mass: 77 / IS: 1 / IP: 1
Range: 0 / Power: 8 / Heat: -5
Init: 4 (12) / Dodge: -21 / Avoid: 11 / Armor: 45 / Shield: 1
Refine: 522e / 131s

Projectile Gun Total Damage: 18
Init Bonus to Fleet: 8
Jammer Init Debuff: 5

Init 12 / Dodge -21 / Avoid 11 is enough to have Long FM Range hit chance down to 0%, which might enable Fleet Init Bonus to persist long enough for Thunderbolt type vehicles to annihilate the Skipjack types. Avoid 10 has a 1% hit chance (1.6 get through), but Avoid 9 has 15% (24 get through). If the Skipjacks are somehow in Short Range though, hit chance is 100% and this ship can still die; the loss of Init will cripple a high-dodge fleet enough (say, 10 Init / Dodge 6 / Avoid 6 down to 2 Init / Dodge 6 / Avoid 6) that hit chance goes from 0% to 36% and they die. Alternately, if you get off an Init Debuff on this, you might also reduce Init enough for missiles to get through, though that's down to EW luck. On the other hand, a Particle Fleet will have a hard time punching through an armored command ship enough to kill it quickly, so you can just keep trying your luck.

Short of a very specialized counter Particle Fleet like that though, I think Steel Reign will smash quite a wide variety of things through sheer ridiculous distributed firepower. The resources are a bit of an Achilles heel, but everything has one. (Like how expensive this counter-command ship is.)

Right now, I think the Kinetic Lance is the top tier low-tech weapon, despite its heft, simply because it can get around all the stacked Armor and Shields someone cares to fit, and it takes a significant investment in Avoid, and Init, if not also Dodge, to stop massed concentrations of them. Meanwhile, Interceptors become a total non-issue if you have enough Lances, as Steel Reign does. With T4 components you'll be able to get Lasers that just power through everything, but they can only hit one or a few things at a time and are sort of glass cannons. Meanwhile, Particle is restricted to slowly chipping at massed defense until more combat-oriented weapons appear (the Railguns and combat variants of the Mag Catapult will perhaps change this). A huge outlay of Kinetic Lances, on the other hand, distributes the firepower, has range, gets the damage in, and allows for very finely granulated allocation of firepower to multiple targets. Its dominance will decrease with time but at around T3 it seems like a really good bet, and moving into T4 and perhaps T5 should remain quite competitive.

Right now, at this Tech Level and with these budgets, I think Macross Missile Massacre is king, and Offense Is The Best Defense.
 
The only weakness of Steel Reign is ships that can fight from long range. Against IP 1, a small, fast Mag Catapult ship with IP 5 or 6 could stay at range ad infinitum. And I don't think you could touch it, though I haven't consulted the Battle Calc.
 
The only weakness of Steel Reign is ships with long-range weapons. :p Against IP 1, a small, fast Mag Catapult ship with IP 5 or 6 could stay at range ad infinitum.

Kinetic Lances are missiles, hence long range. To be honest kinetic lances could be tied to propulsion again. just a higher base and different increase in damage per tech.
 
As a side point, Steel Reign wouldn't be capable of engaging any ship with an IP Speed above 3. And the long range to-hit chances with kinetic lances still aren't very good. (Admittedly, with 15 int, you could hit a mosquito with a slingshot.)

Waaaait a second, can someone explain to me scientifically why the long range to-hit chances of Kinetic Lances are better than the short range ones? I was under the impression that KL's were a dumb projectile.
 
Some Questions:
EW Warfare: How much is the fleet int debuff? and does it apply to all ships or just the one you hit?
Overload, is it just the power output that dmgs it?
EW debuff 33% does that just increase EW vulnerability by 33%?

Also I'm still not sure when Passive and active attacks for EW are used? I mean is there any distinction between the two types of attacks?

EDIT: Symphony, Size equal hp. Possibly something Dis might change!

Fleet int debuff is -2/whatever the fleet int that targeted ship provides currently. Yes its the power output. No the EW debuff reduces the opponents EW score (how would you make a ship that has no hackable parts hackable?).

Passive attacks occur without the other ship knowing about it. Obviously that's irrelevant in battle, but during peace you can listen to planetary networks and ships in the same orbit as you for shennigans without starting a war :3

@Thlayli: At longer ranges a kinetic lance has both more time to accelerate, and also can go 'dark' for periods to let busy ships lose their targeting locks. It has a dumb warhead, not delivery system.
 
If I was going up against Steel Reign, I'd probably field as many of these as need to deal with the command ship:

Omega Cannon Planetary Defence Unit
20 x Metal Capacitors (refined)
3 x Microwave Beamers (refined)

Putting out 1464 EM damage will one shot the Beluga even through its armour, and then hope the rest of my fleet is able to deal with the missile boats sans 8 int.
 
EDIT: Symphony, Size equal hp. Possibly something Dis might change!
I think it should be some sort of average of Size and Mass, possibly factoring in Armor—heavier and dumber material can survive more hits than fragile, smart stuff. Size alone also gives Carbon Armor a lot of advantages over the other two since it primarily buffs Size rather than Mass, giving you more HP along with good armor (if refined) for cheap. Using only Size also lets flimsy things like Solar Arrays, Thermal Rockets, Burst Drives, and Internal Hangars boost your HP, which makes not much sense. You pay for it in Dodge, but still.

The only weakness of Steel Reign is ships that can fight from long range. Against IP 1, a small, fast Mag Catapult ship with IP 5 or 6 could stay at range ad infinitum. And I don't think you could touch it, though I haven't consulted the Battle Calc.
High Dodge on its own is not survivable against high Init FMs, and IP is irrelevant for the calculation considering you can fire all 160 KLs immediately (especially as Steel Reign is inherently an offensive group). You could have 8 Dodge, and if you had 0 Init, FMs fired by a 13 Init platform would still have a 90% hit rate.

Your Mag Catapult will have good connect rates at long range against low dodge, high init opponents, but it's doing a maximum of 12 damage per turn (if you refined it), since it ignores armor, and that damage just does not stack up fast. The fact that the Skipjack is cheaper e-wise than the platform needed to do that kind of thing (although definitely not m and v-wise), which will invariably have a control ship or carrier, also makes it iffy.

Omega Cannon Planetary Defence Unit
20 x Metal Capacitors (refined)
3 x Microwave Beamers (refined)
As a ground unit this is a pretty good idea. I like it.

The fact that you can really go offensive with the others the very next TL (without weird / potentially impossible shenanigans like building a power plant in-system for your Metal Capacitor fleet) is why I don't view this as a particularly big problem; it's only temporarily dominant and only in an offensive role. Steel Reign also takes a resource-besotted civilization to field in those kinds of numbers; precisely the kind of people who probably won't be teching quickly and will probably need lots of simple, high-offensive value units. It's very much a "Soviet" approach to combat fleets.

---

Q: Would a Command Deck / Command Staff based orbital or defence installation be considered close enough to buff all other orbital or defense installations? Light lag on and around a planet would be sufficiently limited that logically you'd think it would. This would make building a NORAD-type defense installation unit on a planet with tremendous armor values a real boon to coordinating defenses.

Q: Depending on the answer to the above, wouldn't data on Scanners also be capable of being shared? That way a few intel defence stations can back up numerous weapons platforms, rather than every single weapon platform needing Scanners. This gives ground and orbital defenses some cost advantages that seem reasonable considering they're static.
 
Sort of a mobile variant on the defense laser:

1 Twist Drive
16 Metal Capacitors (Refined)
2 Pulse Drive
1 Scanners
3 Microwave Beamers (Refined)
1 Plasma Shield
1 Carbon Armor (Refined)

100e (45e) / 52m / 9v / 0a / 0t / 40s
Size: 64 / Mass: 50 / IS: 21 / IP: 1
Range: 0 / Power: 108 / Heat: -5
Init: 2 / Dodge: -14 / Avoid: 0 / Armor: 0 / Shield: 34
Refine: 145e / 36s

EM Total Damage: 1035L (79 against A50/S#)

Immune to Particle weapons. If you've got that much energy to throw around you probably always want a Shield just for that fact alone. If you take the Twist Drive off, cost goes down to 74e (33e), or you can leave it on and go almost anywhere you want (that has a power station).

As an aside, 12 Avoid is about enough to nullify all Missiles forever (short of unrevealed component boosters) if coupled with high Init (circa 10), at Long Range. Yes, it is possible to get good Armor, Shield, Avoid, and Init all out of one or two ships; catch is that in T3 it or they will inherently be Metal Capacitor ships. You can build a fleet that lights Steel Reign up from long range until it retreats, although it'll be expensive in e and s to refine/build. On the other hand, Steel Reign's m and v heavy, so that sounds about right.

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This is also further evidence that the 600e battlefleet model is kind of lacking. I think there should just be some total resource cap, (say 3000 resource/production [e/m/v] units; roughly equal to 600e Build, 600m Build, 600v Build, 1000e Refine, summed) that can be allocated as the entry sees fit for design or refinement, with a hard limit on science (say 1000s). Low tech fleets like Steel Reign are going to be m/v heavy with moderate e costs and low s, while high-tech fleets are probably going to be low to moderate on m/v while high on e with moderate to high s. The 600e flat cap with 1000e/s refinement doesn't reflect these differences in approach and just leaves m/v importance to user imagination. On the other hand, few people other than Kal and I are submitting test fleets anymore, so the importance of this might be minimal.

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Q: Has the Plasma Shield totally replaced the Magnetic Shield, or will the latter be making a reappearance? (If so, as a cheaper or costlier version of former? It used to be cheaper.)
 
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