Pre-SysNES2: Beta-testing and Submission

I want to point out that that design isn't even fully optimized. For the carried ship you just want mostly cargo bays. The mass of whatever's in the Hangars isn't accounted for in the jump calculation though, so it's tremendously exploitative, in my opinion.

Only the Charm Drive cares about mass currently.

Edit:
Since this top-of-the-page post is rather bland, some blatant self-advertising: this post has been updated.
 
@Thlayli: Duh.

Its written on the bloody map: Negligible and Low energy is 1 year, Medium is 2 and High is 3.
Yes, this is why the merchent fleet is fragmented by range and jump level.
You can shuffle around materials up to the size of your fleet, though I haven't gone into detail on it this movement will consume e. If someone is running a trade route you can also rent capacity in their ships (though they will get some of monies spent from this).
Hmm I thought I fixed that; the three volumetric drives should take carrier space into consideration when calculating rating, and the mass base charm drive can only carry ships with their own charm drives installed. Burst drive carriers should probably not be happening though there ain't nothing inherently wrong with it.

Right, that's what I was asking; is the travel time formula revealable, or will we have to find it out on our own? (or something else)



You need to dedicate ships of the necessary IS capability to your merchant fleet though, right?
Are supply routes abstracted to be able to carry any amount of resources from colonies, or can colony resource extraction overflow the available supply ships?



Wanted to check for exceptions.





Those two things combined allow for ships like
Spoiler Don't look Thlayli in case this is actually allowed; I want colonies >:( :

Spoiler Carrier :
60 Burst Drives (refined)
1 Deuterium Drives
1 Recyclers
3 Internal Hangars

IS: 15 / Range: 1

Spoiler Builder :
2 Deuterium Drives
1 Recyclers
1 Hibernation Pods
1 Habitat Section
1 Engineering Bay
5 Cargo Bay

Size: 28



Which seems rather exploit-ish to me.
 
Okay properly implemented the fix, now to carry qoou's cargo/builder at IS 15 they need

210 Burst Drives
7 Deuterium Drives
1 Recycler
3 Internal Hangers

Which is a construction 7 ship.

Enjoy!
 
Okay properly implemented the fix, now to carry qoou's cargo/builder at IS 15 they need

210 Burst Drives
7 Deuterium Drives
1 Recycler
3 Internal Hangers

Which is a construction 7 ship.

Enjoy!

Nicer, but:

Much of that Constr 7 requirement comes from the mass of the burst drives (since burst drives are for the most part not counted into the size requirement it seems). Same with the IP requirements that force you to get 7 Deuterium Drives. Refine Burst Drives and the design gets pushed back down to Constr 2 as far as I can tell.
 
@dis, can I claim the one on the bottom? :) I'm.. busy traveling.
 
Sober-Class Mark VII Modular Tug
'Sober Seven, Hauler'

16x Burst Drive
1x Light Sail
1x Mirror Sail
1x Recyclers
18x External Pods

Originally constructed in Dathic shipyards the better part of a century ago, a large number of Sober Sevens were later appropriated for the purpose of evacuating refugees out of the Apeilic-Dathic warzone. Following Datha's destruction, the surviving crews retooled their ships for mass transport, becoming the vessels that are now so familiar across the Segmentum Altinahum.

These ubiquitous vessels are the mainstay of the Hankish trader fleets, and remain in production to this very day. That these venerable haulers remain in production today is a testament not to their comfort or elegant design, but for the fact that kilo for kilo and coin for coin, they're one of the cheapest ways to ship things over interstellar distances. Longtime pilots praise their simplicity, mechanical reliability and flexible design, while those less well-disposed towards these machines complain of their difficult handling and antiquated control systems, while frequently mentioning rumours of supposed catastrophic storage scaffold failures.

A Mark VII Modular Tug possesses a large mirror sail extending out from the front of a compact compartment which contains the living quarters, recyclers and burst drive complex. Stretching backwards are three extendable scaffolds, upon which can be loaded a veritable train of modular storage pods.

Bolt Spark-Class Mark I Escort Fighter
'Sparky'

1x Deuterium Drive
1x Mirror Sail
1x Kinetic Lance

Designed for use in concert with the Urner-Class Carrier, the Bolt Spark is a light fighter intended for use in convoy defense.

Urner-Class Mark I Escort Carrier
'Cap'

20x Burst Drive
3x Basic Fusion Core
1x Light Sail
1x Recycler
2x Internal Hangars
2x Microwave Beamer

Designed for use in concert with the Bolt Spark-Class Fighter, the Urner serves to protect and enhance the speed of convoys with its small cadre of fighters and two microwave beamers.
 
What do you mean claim? They are all obviously assigned and connected to one of the player polities already :p.

(You got lucky the firebird and stars is the Csserian one ;))

I just felt a connection with the last one; rebirth in the stars and all that and wanted to be completely sure! For once I'm not related to anything Chinese :p And it's Csser'ian! The ' is critical.

@iggy, interesting designs. Your convoys seem... hopelessly defenseless...
 
I do what I can with my current tech- I'm debating armour right now, and these designs are preliminary.
 
I just felt a connection with the last one; rebirth in the stars and all that and wanted to be completely sure! For once I'm not related to anything Chinese :p And it's Csser'ian! The ' is critical.

@iggy, interesting designs. Your convoys seem... hopelessly defenseless...

They're actually quite good designs, if the goal is cargo survival rather than winning battles. With the sail boost the fighters should be able to intercept and tie up anything, giving the cargo ships time to get away. Personally I'd drop the hauler to 8 burst drives and 6 external pods, less efficient but it makes them small enough for the booster ship to give them a speed bonus when escaping (and 2 IP is a lot better than 1 IP at the starting tech level), 7 and 4 gives them a +2 speed boost, pretty much unreachable by speed 1 ships. Or you could always upgrade the power output of the booster ship.
 
Thanks for the feedback Dis. :D And yes, these ships were explicitly designed as a convoy fleet, not as a dedicated war fleet.
 
Thanks for the feedback Dis. :D And yes, these ships were explicitly designed as a convoy fleet, not as a dedicated war fleet.

I know. I'm just feeling horrible I can't realistically start pirating/raiding your "convoys". :(
 
What do MTS and MAT stand for? I assume Materials, Math, respectively? Because in the econ calculator, their order seems to be switched from other places. And s production for one refers to materials tech yet not to math tech at all, which seems odd to me.


And back to Burst Drives; following Symph's advice I optimized that burst design into
Spoiler :
117 Burst Drives (refined)
1 Deuterium Drive
Recyclers
1 Engineering Bay
12 Cargo Bays

________

69e / 134m
15 IS / 1 range
48 cargo space
Tech tier 1.5 / Constr 2

No hangars. Still awfully low-tech and overly effective.

But on the other hand, burst drives are pretty nifty on small ships and killing that option would be a shame. If I were suggest something it'd be adding a scaling factor on Burst Drives so that ships can't just stack dozens of them for large IS ratings, but a few drives can still be as effective on cutters.
 
MAT is Materials and MTS is Math. 134m is hilariously high and pirates will probably blow you up and/or raid your new colony.

Vectors do in fact rock:

praxzen3.png


Minor variant I prefer (common theme!), relevant files.
 
No hangars. Still awfully low-tech and overly effective.

If you're really going to be dumping 450e/250s/150 resources (BEFORE the costs of the colony itself) to establish an isolated colony far from your other T2 warships, you're officially Doing It Wrong. Invest that money into something useful, like a giant space laser. :p

I prefer the Hangars option because then at least you'd have a chance of defending the colony.
 
Ok then; just bringing it to attention since to me it seemed rather strong.


I've attempted some logo design. In MS Paint of course :p.

My first idea was to stick the group A5 (alternating group of deg 5; smallest perfect group / smallest non-Abelian simple group) in some sort of "annular" design.
wyYHk.png

Didn't work very well. (A5 = <(1,2,3), (1,2,3,4,5)>, hence 1,2,3 squares and 1,2,3,4,5 circles... best I came up with)

Then I decided to just stick the Klein group inside a circle.
cYBws.png

This actually doesn't look bad. A bit on the simplistic side compared to Dis's designs, not awfully clear that it's the Klein group, but I'd call it half-passable.


Edit:
To clarify, groups because of math. And because the furthest I've gotten into math is about 75% through Dummit/Foote's Abstract Algebra, so basic groups were the first example that came to mind of something small/simple enough to fit on a logo.
 
Updated post up top with Yet Another Endless Minor Variant. Don't believe more are forthcoming.
 
It's my favorite that's not mine. :p

e: Ugh, redesigning again. Not happy with things outside the center. I'm just going to take a few days to do it so that I'm not constantly putting out new versions.
 
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