Symphony D.
Deity
Reminds me of the line that probably should've convinced me by itself that the Culture series isn't so good.
Reminds me of the line that probably should've convinced me by itself that the Culture series isn't so good.
Excession, Iain M. Banks:
Ulver Siech: "It looks like a dildo!"
Churt Lyne: "That's appropriate. Armed, it can [fsck] solar systems."
Spreadsheet stuff:
- Infrastructure lost is affected by defending army hp.
- The stealth calculator says "H70-H71" where it should be "H70+H71"; right now detect is bad. Same with scanners in the same cells.
- Veterans have better defense than elites.
- What exactly does "Stealth mission success" mean? Or rather, what happens if it doesn't succeed? Proceed to normal combat?
- You mentioned atmospheres provide shielding/armor. What about ships that have entered the atmosphere (and are providing air superiority)?
Spoiler Spartans :
Spartan Commando Unit
1 Manpower
Commando Training I
Mechanization
Drop Pods
Basic Power Armour
Senses I
Microbes I
Sensors I
________
43e / 5m / 5v / 0a / 0t / 28s / 1p
HP: 10 / Size: 2 / Int: 3
Detect: 3 / Stealth: 11
Actions: 5 / Att: 9 / Def: 8
MVal: 27 / Operating Time: Indefinite / EW: NO/0 / EWV: 5
Upkeep: 8e / 1m / 5s
The stereotypical power suit guerrilla force, not too effective against any prepared foes (as expected). I'm assuming of course that Stealth makes them hard to attack, because otherwise they're useless. But with their 11 Stealth they will rip through anything with low detect. Make them elites and their attack goes from 5x9 to 7x10 and their stealth goes up another point.
No its affected by the damage they've been dealt.
If they're providing air superiority ship combat is over.
I'm going to need to edit some of my ship designs now that fission drives are nerfed.
I'm still incredibly unhappy with Maneuvering Jets. At Propulsion 5, a refined Maneuvering Jet adds 0 dodge to a small (<20 size/mass) fighter. Upping it to 2 Maneuvering Jets manage to boost it to an exciting...still 0 dodge.
2x Deuterium Drive, 1x Pulse Drive, 1x Ion Cannon (refined), 1x Mirror Sail
has the same dodge (6) with 1x or 2x Maneuvering Jets added, refined, at all Propulsion tech levels up to 10.
Oh. I thought the cap just applied to IP speed.
Oh. I thought the cap just applied to IP speed.
Which means you can build 9-dodge 14-IP ships in V12 with just 12e and Constr 4 (or 7-dodge, 10-IP with Constr 3). Sure they can only fly close to stars, and aren't terribly useful, but showing off your massive IP is a good enough purpose.
How exactly are you producing these? The thermal rocket should lower the dodge cap, not raise it?
Well you can get dodge 9 with water suspension and pods quite easily just using 5 x Deuterium (ref), 5 x Pulse Drives (ref), which certain seems a hair more practical.
Dodge 9 space fighters are pretty straightforward if pricy:
SS Dragonfly D9
5 x Metal Capacitors (Ref)
13 x Pulse Drive (Ref)
1 x Hibernation Pods (Ref)
1 x Water Suspension (Ref)
5 x Computer Modules (Ref)
1 x Radiators (Ref)
1 x Coilgun
1 x Ion Cannon
1 x Confinement Field
4 x Carbon Armour (Refined)