Pre-SysNES2: Beta-testing and Submission

I have arrived from on high to render judgement:

Ion Drives will be zero size and mass, but you can only have 1 and no other reaction drives. Thus they will be useful for very small packages. It'll also be no m or v for those trimming the budget.

Fission drives are still getting nerfed as some people had the audacity to complain.
 
If the Fission Drive is 1 or 2 Size larger or 1 or 2 Mass heavier then literally nothing of importance changes. You shouldn't be randomly mixing Fission and Deuterium Drives anyway if you can just use the latter, that's madness.
 
If the Fission Drive is 1 or 2 Size larger or 1 or 2 Mass heavier then literally nothing of importance changes. You shouldn't be randomly mixing Fission and Deuterium Drives anyway if you can just use the latter, that's madness.

Somewhat useful if you're bumping up against the CON limit. But dis' changes should be okay.
 
Yes.

Can't seem to reproduce this? Do remember range is non-linear, adding more becomes progressively harder.

I should have been clearer. In CC page:

AG-52 Unrefined Range:
=2+IF(Design!G54>0,1+IF(Design!B20="Y",1,0)+Design!G51/4,0)+IF(Design!G55>0,1,0)

AH-52 Refined Range:
=2+IF(Design!G54>0,1,0)+IF(Design!G55>0,1,0)
 
Just to make sure I'm reading it properly: in addition to one repair action per turn, an engineering bay only allows for one construction per turn as well? Also, are these two mutually exclusive, or can you do both once per turn?
 
Just to make sure I'm reading it properly: in addition to one repair action per turn, an engineering bay only allows for one construction per turn as well? Also, are these two mutually exclusive, or can you do both once per turn?

Exclusive, one bit of kit can only do one non-combat action per turn, I'm doing a long write up like I did for combat.
 
CSS Grenadier

14x Burst Drive
1x Basic Fusion Core
2x Deuterium Drive
1x Recyclers
1x Command Deck
7x Computer Module
1x Algorithmic Interlocks
1x Radiators
2x Interceptors
1x Fusion Busters
1x Titanium Armor (Refined)
5x Carbon Armor

This is designed to be a low-tech command ship *for* a particle fleet. It only provides a modest Int bonus of 2, but particle ships don't need a massive Int bonus. Lack of Commlinks and addition of Algorithmic Interlocks makes it relatively less vulnerable to EW attacks. (It was relatively essential to get it below the Turn Missile threshold)

Most importantly it carries 2x Interceptors and 1x Fusion Busters to protect escort ships within the battlespace. Interceptors are somewhat useless on low-int particle ships. This ship optimizes the particle fleet for anti-missile combat.
 
but particle ships don't need a massive Int bonus
This isn't true whatsoever. Everything that can get more Init can use it. 2 Init, 6 Dodge is only proof through like 3 Init at LR. At 0 Init, 6 Dodge, you're up against an 18% hit rate at LR through 3 Init. Init goes up, you get slagged, unless yours does likewise.

It takes 10 Init to have any real chance of hitting you at a zero or positive Init in CR at 6 Dodge, but you have to close for that and shooting phase happens first, so if there are enough missiles, you just flat-out die. Two interceptors won't really change that. A few things like this are still going to ruin your day and are about the same if not even lower tech.

You can always use more Init.
 
Can planetside installations completely ignore heat concerns, or do they have some arbitrarily high limit (as I'm finding in the designer)?
 
Might just be more cost effective to zero everybody's init out with stacked refined jammers if you're a particle fleet. At least it gives you enough time for your fighter swarm to close.
Takes 23 Refined Jammers, Scanners, Computer Module, and a full Command Deck/Staff suite to get up to 7 LR Jamming. It's 23 in CR, but you have to get there and not immediately die to reap the benefits of that. Also takes refined Metal Capacitors to reasonably power it and heat is a serious problem.

In other words, not enough Jamming to cripple someone at LR who is dead-set on killing you with both Fleet Init and onboard Init, and who will still get to fire first. The 6 Fleet Init is significantly easier to get to.

Can planetside installations completely ignore heat concerns, or do they have some arbitrarily high limit (as I'm finding in the designer)?
Considering an atmosphere and a planetary crust can have arbitrarily large (but not infinite) amounts of heat radiated away into them, probably the latter rather than the former. Are you trying to build a ridiculous doom laser or something?
 
If you try adding a 21st Metal Capacitor, the below design goes from -10 to 11 instantly. Bug? :dunno:

1x Planetside Installation
20x Metal Capacitors (Refined)
1x Command Deck
1x Command Staff
4x Computer Module
1x Scanners
16x EW Broadcasters (Refined)
8x Microwave Beamer (Refined)
 
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