Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Let's see Codex reach the stars! [Finished]

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Looking good there. I wonder though, how large was that galaxy you're playing in again? Seems like there is an awful lot of alien activity going on with the previous encounters and this rather creepy wreck. Speaking about wrecks, have you explored any already? And how exactly is diplomacy handled apart from learning language and making contact and all? You can actually negotiate?
 

Cassidy

Arcane
Joined
Sep 9, 2007
Messages
7,922
Location
Vault City
This game has much more untapped potential for a LP, provided someone can bother creating a scenario with multiple hand-crafted factions.

It's almost like the ultimate sandbox when you turn SpaceMaster mode on. If only Steve made SM mode also allow full modification of everything.

Also, what do you think about these designs? I hope I'm not spamming this thread by asking. Tech is not exactly balanced because of a shortage of good scientists at sensors & fire control as I made TN start and already designed stuff more or less with what I got at the beginning, except for getting missile launcher reload rate to 6 to allow size 1 missiles at a 1 every 5 seconds rate of fire for PD purposes. I have chosen to make some compromises in exchange of very long range missiles due to being pounded in a previous game by technologically superior foes.

Code:
Von Braun class Command Ship    17,950 tons     1284 Crew     3433.7 BP      TCS 359  TH 693  EM 900
2573 km/s     Armour 5-61     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 53     PPV 14
Maint Life 6.44 Years     MSP 3945    AFR 78%    IFR 1.1%    1YR 164    5YR 2460    Max Repair 364 MSP
Flag Bridge    Hangar Deck Capacity 5000 tons     Magazine 746    

Heinkel E84 Magneto-Plasma Drive (11)    Power 84    Fuel Use 77%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 400,000 Litres    Range 52.1 billion km   (234 days at full power)
Siemens SB15 Beta Shield (20)   Total Fuel Cost  210 Litres per day

Henschel M6012 Missile Launcher (1)    Missile Size 12    Rate of Fire 60
Henschel M51 ABM Missile Launcher (2)    Missile Size 1    Rate of Fire 5
Siemens F13100 Anti-Shipping Fire Control (1)     Range 123.5m km    Resolution 2
Siemens F350X Anti-ballistic Fire Control (2)     Range 60.5m km    Resolution 1
V16 Anti-ballistic Missile (506)  Speed: 36,000 km/s   End: 2.4m    Range: 5.1m km   WH: 1    Size: 1    TH: 300 / 180 / 90
V-107 Cluster Missile (20)  Speed: 10,700 km/s   End: 147.3m    Range: 99.6m km   WH: 0    Size: 12    TH: 35 / 21 / 10

Strike Group
4x Koln Dropship   Speed: 10869 km/s    Size: 4.6
4x Von Roeder Troop Transport   Speed: 8400 km/s   Size: 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Code:
Koln class Dropship    230 tons     3 Crew     44.5 BP      TCS 4.6  TH 37.5  EM 0
10869 km/s     Armour 4-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 8.61 Years     MSP 12    AFR 4%    IFR 0.1%    1YR 0    5YR 4    Max Repair 15 MSP
Drop Capacity: 1 Company    

Heinkel E50-4 Magneto-Plasma Drive (1)    Power 50.4    Fuel Use 7700%    Signature 37.8    Armour 0    Exp 35%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (12 hours at full power)

This design is classed as a Fighter for production, combat and maintenance purposes

Code:
Von Roeder class Troop Transport    1,000 tons     44 Crew     102 BP      TCS 20  TH 126  EM 0
8400 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 4.11 Years     MSP 32    AFR 16%    IFR 0.2%    1YR 3    5YR 46    Max Repair 52 MSP
Troop Capacity: 1 Company    Cargo Handling Multiplier 5    

Heinkel E168 Magneto-Plasma Drive (1)    Power 168    Fuel Use 770%    Signature 126    Armour 0    Exp 21%
Fuel Capacity 5,000 Litres    Range 1.2 billion km   (38 hours at full power)

This design is classed as a Military Vessel for maintenance purposes

Code:
Neinmaske 7 class Missile Destroyer    16,550 tons     1236 Crew     3595.2 BP      TCS 331  TH 630  EM 0
2537 km/s     Armour 17-57     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 31     PPV 36
Maint Life 7.9 Years     MSP 4209    AFR 70%    IFR 1%    1YR 119    5YR 1792    Max Repair 560 MSP
Magazine 768    

Heinkel E84 Magneto-Plasma Drive (10)    Power 84    Fuel Use 77%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 450,000 Litres    Range 63.5 billion km   (289 days at full power)

Henschel G620 CIWS (3x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Henschel M6012 Missile Launcher (3)    Missile Size 12    Rate of Fire 60
Siemens F13100 Anti-Shipping Fire Control (1)     Range 123.5m km    Resolution 2
V-107 Cluster Missile (64)  Speed: 10,700 km/s   End: 147.3m    Range: 99.6m km   WH: 0    Size: 12    TH: 35 / 21 / 10

Siemens S20350 Sensor (1)     GPS 3920     Range 118.5m km    Resolution 7

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

This is what comes out of those cluster missiles as the second stage:

Code:
V-7S Missilet
Missile Size: 2 MSP  (0.1 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 21
Speed: 28800 km/s    Endurance: 4 minutes   Range: 6.4m km
Active Sensor Strength: 0.14   Sensitivity Modifier: 80%
Resolution: 1    Maximum Range vs 50 ton object (or larger): 10,000 km
Cost Per Missile: 2.375
Chance to Hit: 1k km/s 604.8%   3k km/s 189%   5k km/s 121%   10k km/s 60.5%
Materials Required:    1x Tritanium   0.14x Uridium   1.238x Gallicite   Fuel x125

Code:
Neuschwabenland C class Destroyer Escort    11,400 tons     885 Crew     3357.6 BP      TCS 228  TH 441  EM 0
2578 km/s     Armour 5-45     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 16     PPV 14.4
Maint Life 6.33 Years     MSP 2945    AFR 64%    IFR 0.9%    1YR 126    5YR 1893    Max Repair 784 MSP
Magazine 980    

Heinkel E84 Magneto-Plasma Drive (7)    Power 84    Fuel Use 77%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 150,000 Litres    Range 30.7 billion km   (138 days at full power)

Rheinmetall T1L40G3 Gauss Cannon Turret (1x3)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Siemens PLASMA-96A Fire Control (1)    Max Range: 192,000 km   TS: 20000 km/s     95 90 84 79 74 69 64 58 53 48

Henschel M51 ABM Missile Launcher (4)    Missile Size 1    Rate of Fire 5
Siemens F350X Anti-ballistic Fire Control (4)     Range 60.5m km    Resolution 1
V16 Anti-ballistic Missile (980)  Speed: 36,000 km/s   End: 2.4m    Range: 5.1m km   WH: 1    Size: 1    TH: 300 / 180 / 90

Siemens A-350X Missile Warning Sensor (1)     GPS 784     Range 62.7m km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Code:
Kleveland class Collier    18,000 tons     1238 Crew     3195 BP      TCS 360  TH 630  EM 0
2333 km/s    JR 3-100     Armour 3-61     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 35     PPV 0
Maint Life 6.45 Years     MSP 3883    AFR 74%    IFR 1%    1YR 161    5YR 2412    Max Repair 992 MSP
Magazine 2916    

Junkers S18 Military Jump Drive     Max Ship Size 18000 tons    Distance 100k km     Squadron Size 3
Heinkel E84 Magneto-Plasma Drive (10)    Power 84    Fuel Use 77%    Signature 63    Armour 0    Exp 7%
Fuel Capacity 350,000 Litres    Range 45.4 billion km   (225 days at full power)

V16 Anti-ballistic Missile (1806)  Speed: 36,000 km/s   End: 2.4m    Range: 5.1m km   WH: 1    Size: 1    TH: 300 / 180 / 90
V-107 Cluster Missile (133)  Speed: 10,700 km/s   End: 147.3m    Range: 99.6m km   WH: 0    Size: 12    TH: 35 / 21 / 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Before you ask, obviously, I'm playing with a civilization called Greater German Reich.

:M
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Your main ships are pretty freaking slow even though you have Magneto-Plasma drives. My combat vessels are twice as fast with older engines - though maybe that works for you. Going to be hell trying to catch anything, though. Your missiles look very good.

Trash, my game is started with 1 NPR and all three of the "special" aliens, Precursors, Swarms and Invaders. In addition, every time my ships find a system with habitable planets, there's a 30% of finding a new NPR there. So that pre-existing NPR, along with the specials, could find me and kill me, but any other aliens need me to find them first. I'm fairly certain that this huge wreck is from one of the specials as my ships have surveyed the whole inner system and my jump ship peeked quickly on the companion star and no contacts were detected.
 

eklektyk

Erudite
Joined
Feb 12, 2010
Messages
1,777
Location
mexico of europe
Cassidy said:

make sure to put proper fire controls/sensors for all your wepons or U fucked :smug:

lasers/turets have difrent controls than lounchers and all controls may vary with functions[u want diffrent fire contr for main gun and diff for defence laser turret]

plus I use mainly turreted lasers and caronades/railguns all of them can fire on ships and be useful and deadly in aa defence [with proper fire controls and electronics:) ]

btw : how the fuck I can kill 200 FAC/meson based 10k k/s with missles? all my lounches get killed coz them so many defences :/
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
I've had several similar experiences with random wrecks lying around, Gar. Still haven't gotten around to salvaging them, but my commercial shipyards have a giant backlog thanks to the bug with their ABR and, quite frankly, asteroid miners are a much higher priority at this point.

I'm actually surprised you've done so little exploration so far. Then again, maybe I've just given a much higher priority to survey ship construction. Here's mine midway through 2027 (2005 conventional start):

screenshot6.jpg


Here's the survey ship I've been using (Well, a bit over half are still of the original design that used tier two engines. I could also cut down on the maintenance supplies as it's got a shorter operating time than the original):
Code:
Victory MkII class Geosurvey Ship    3,000 tons     285 Crew     674.5 BP      TCS 60  TH 160  EM 0
2666 km/s    JR 3-50     Armour 1-18     Shields 0-0     Sensors 1/1/2/2     Damage Control Rating 3     PPV 0
Maint Life 7.3 Years     MSP 422    AFR 24%    IFR 0.3%    1YR 14    5YR 208    Max Repair 100 MSP

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E7 (2)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 214.2 billion km   (930 days at full power)

Gravitational Survey Sensors (2)   2 Survey Points Per Hour
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

I realize the organization could be better on the galaxy map, but having multiple systems with 8-9 jump points really fucks with one's ability to make pretty trees.

Admittedly I am still unarmed at this point, but I've just started dumping 90% of my research output into weapons, so I'll start building my military vessels within a couple years. Pity I still don't have a halfway decent sensor/fire control specialist (Two at 10%, but I'd be better off using my 65% in a different field, heh).

@Cassiddy

A few comments, despite not being all that well acquainted with missile design.

Your ships are definitely pretty slow considering your engine tech level. Hell, my freighters (Using similar engines) are faster.

Shields are a pretty bad investment space wise early on. For the time being you'd be better off investing into better armor. That's not to say shields are completely useless, but their first few tech levels aren't worth it. You're adding a thousand tons to the ship for a meager thirty protection.

Your sensors are a bit...odd. I'm currently considering resolutions of 1, 16, and 60 to be the sweet spots. There's absolutely no reason to have two separate sensors of resolutions 1 and 2. Hell, most of the smaller resolution sensors are nearly useless as you'd be better off simply increasing the size of your resolution 1 sensor as that'd give you the added benefit of seeing missiles further out. On top of that, the only ships you'll realistically see below size 10 will be fighters, which will either be getting up close and personal with beam weapons or firing missiles from far outside the range of all but the most massive low resolution sensors. My current sensor plans involve using a flagship with a HS20+ resolution 1 sensor along with a fairly large resolution 60 (The resolution 1 will be large enough to cover what a modest resolution 16 sensor would). Along with this, I'll have some FAC sensor crafts that provide some additional missile detection on the edge of my flagship's detection radius.

CIWS aren't particularly effective in fleet settings as they can't provide cover for other ships. Useful for a ship like my flagship (Losing that sensor would pretty much be the death of my fleet if I was going up against missiles) or ships that'll be operating alone.

Your maint. life is a bit longer than necessary. You could cut those values nearly in half and still be in good shape.

The fire control for your gauss turret has a better range than it needs. Sure, it's nice to maximize your hit chances at 10k, but considering your low tracking speed, you're going to lose that edge against even your own missiles.

It looks as though you have a fairly low saturation level missile wise. I take it each of the 12 MSP missiles carries three of the 2 MSP missilets? So each of your 16kton destroyers can fire a mere nine warhead 4 missiles every 60 seconds? Hell, even if your 12 MSP missile contained six of the missilets you'd still be looking at pretty poor saturation.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
Begin the salvage operation!

EDIT: Woah those are some big ship designs. I posted my designs in the other thread, to avoid filling up GarfunkeL's LP with noise.
 

eklektyk

Erudite
Joined
Feb 12, 2010
Messages
1,777
Location
mexico of europe
Destroid said:
Begin the salvage operation!

EDIT: Woah those are some big ship designs. I posted my designs in the other thread, to avoid filling up GarfunkeL's LP with noise.

I got whole dedicated Task Force for salvage ops :smug:

ps. just blown 40plus meson fuckers with my new missiles 47500kms + too fast for them to defence fire :lol:
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
11th November 2043

Earth has finally run out of minerals, which is bad news. Luckily some of the civilian mining projects (Weyland-Yutani AM-001 and UAC AM-002) have provided us with some much needed minerals, along with our government controlled mining colonies on Luna, Triton and Pluto plus our Victory-class asteroid miners. Still, we have 700 manned mines sitting pretty on Earth. I'm wondering whether I should convert them all to automated mines and send them off to...

Tartarus!

ybATN.jpg


Above you can see the current planetary holdings of Terran Federation. Earth and Mars are our prime population centres with Mercury being hamstrung by the slow terraformation. In hindsight, I should not have even started the colony there, as much more suitable planets have been found in other systems. The best and closest is in the Lacaille 8760 system, now renamed Horizon, as in "New horizons for humanity" and all that prose. I renamed the system when it became the host for the first Human off-system colony - New Rome currently only has 400,000 colonists as I've forbidden the civilian liners from transporting colonists there from Earth. My only two government-controlled colony ships are busy shipping people from Mercury there, to avoid overpopulation but since the people there have nothing else to do but maintain environmental controls and fuck, they breed just as fast as those two small ships can ferry people out.

Anyway, Tartarus will be our primary Duranium source in the future - finding 47 million tons with accessibility 1 is like winning the lottery. Too bad it's far too inhospitable place to terraform so I'll have to rely on automated mines.

Here's the current galaxy map:
n9krX.jpg


Few points about it:

1. Tartarus is in the Eta Cassiopeiae system. There's two planets there worth terraforming but that's a long-term plan.
2. In addition to New Rome, Horizon will host another colony but only after New Rome has been successfully terraformed.
3. Formalhaut has a planet perfect for colonization but as it's yet another jump away, that place will wait until after closer planets have been colonized.
4. I now have Jumpgates to DX Cancrii system, the first system where the Swarm was encountered. There's a builder-ship waiting in Lyutens Star. As soon as my destroyers are refitted to Hood Mk.2 model, the Fleet will move out and engage the Swarm. They better win as I won't build the JG on that side unless the Swarm has been dealt with.

Anyway, next update will most likely be of that battle.

In other news, I still haven't found the home system of the Mutsu-aliens. They sent another survey ship to Sol, though this one managed to escape after playing cat-and-mouse with my much, much slower ships for two weeks. Thanks to this, I've designed a Warrior-class FAC and Dolphin-class FAC-TK(tanker). I'm going to create picket squadrons on each JP in the Sol System, consisting of a single Dolphin and seven Warriors. They won't be enough to stop any actual invasions but will act as tripwires and at least can kill any lonely survey vessels. I hope.
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
:salute: Nice update. I really like reading these. The more details, the better.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
If you are setting up gate camps, beam weapons have exceedingly high DPS. As an example, my 400t laser fighters have a max DPS of 1.2 and my 8000t missile cruisers 1.68.
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
Burst damage really matters more for missiles, though. That's true for gate camps as well since you want to get the missiles through the PD before their sensors come back online.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Year 2049

Just a quick update.

I refitted my GEV's and GSV's into Mk.2's and also created a new, faster, jump ship to carry them around. At the same time, survey groups were re-organized into four Survey Groups under Fleet HQ. Each group consists of the following:
1 x Einstein class Jump Ship
2 x Kolumbus Mk.2 class Geological Survey Ship
2 x Hubble Mk.2 class Gravitational Survey Ship

In 2049, all groups were finally refitted and overhauled so exploration could continue. Fittingly, one of the first systems found was a Class V Black Hole. Which is a big fucker, applying 5000 km/sec worth of suck - meaning that 2nd Survey Group got pulled into the event horizon in only couple of days and utterly destroyed. Sweet!

In other news, the last for anti-missile corvettes are being refitted. As soon as that is finished, 1st Fleet will surge through Luytens Star into DX Cancri to destroy the Swarm present in that system.

I'll make a proper update when that happens.

Oh, the idea of using FACs as JP/JG defenders was a pretty stupid one, as they do not have the endurance to stay on station for extended periods of time. So I pulled them all back to Earth and scrapped them.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
Year 2050

Fleet sailed peacefully through Luyten's Star system to the massive Jump Gate that would propel the task force to DC Cancri, the system where the menacing Swarm was first encountered, so many years ago. This time the uncommunicative bastards would pay for the lives they had taken - attacking humanity without provocation or warning.

20th of March

Expeditionary Fleet, the strongest collection of military craft ever manufactured by Codexia, was commanded by Rear Admiral Hubrecht van Gennip, famous for his training methods. His staff consisted of hand-picked specialist, each an expert on their own field:
Operations Chief was LC Piet Janssen
Intelligence Chief was LC Jay Bryan
Survey Chief was LC KAi Barrett
Logistics Chief was LC Seo Kinfusa
Communications Chief was LC Brooke Gibbs
Public Affairs Chief was LC Emily Bray
and Fighter Chief was LC Emil Zinn.

Survey and Fighter Ops were quite redundant as the fleet had neither carriers or any survey ships but the experience would be useful for the young lieutenant commanders.

Rear Admiral van Gennip had hosted his flag aboard the DL Derfflinger, which was the flagship of the task force. DL Helgoland was acting as a backup command ship.

Main firepower of the fleet came from the missile launchers of the seven Illustrious Mk.2 class FFG's:
Agincourt, Anzio, Armada, Austerlitz, Balaclava, Bastogne, Borodino, each with four missile launchers. These were supported by 29 Hood Mk.2 class DD's:
Afghan, Airedale, Beagle, Bloodhound, Borsoi, Boxer, Bulldog, Chihuahua, Collie, Corgi, Dachhound, Dalmatian, Deerhound, Dobermann, Elkhound, Foxhound, Great Dane, Greyhound, Griffin, Grizzly Bear, Hound, Husky, Mastiff, Mongrel, Pittbull, Poodle, Puffin, Raven, Rottweiler, each with two missile launchers.

The hitters were protected by eight corvettes with anti-missile weaponry and sensors:
Fort Austin, Forst Cumberland, Fort Georgia, Fort Ohio Forks, Fort Rowner, Fort Southwick, Fort Spitbank, Fort William Henry were dedicated to the protection of the fleet. Finally, the four scout ships - John Couch Adams, Petrus Alphonsi, Saul Adelman, Walter Sydney Adams - acted as the eyes and ears of the fleet.

JSC Walter Sydney Adams jumped first, alone, through the jump gate. The ship spent five terse minutes on the other side, before jumping back and informing the fleet that the immediate vicinity of the gate was clear on the DX Cancri side. Immediately the whole fleet crowded into the gate inorder to take the fight to the enemy.

As the enemy was not near the JG, Read Admiral van Gennip decided to take his battle fleet in-system. He ordered the congregation to head towards DX Cancri-A I, in the hope of luring the Swarm out for a decisive engagement.

***
Yeah, I went :retarded: with my original designations of the ships and didn't bother to correct them later. Thus my missile frigates are bigger than my destroyers but oh well, minor details. I have a better plan for my next generation of warships, finally having enough shipyards and slips that each can concentrate on building a single type of ship. Also, I have no beam armed ships which might bite me in the ass but we'll see. Hopefully the Swarm is still present and will give battle and it'll be more exciting if my fleet isn't omnipotent.
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
21st March 2050 03:18

Sensor boards across the ships go crazy as new contacts suddenly pop up. Intelligence soon identifies thirty-seven (37) Atago class ships and thirty-six (36) Kirishima class vessels. All are 800 tons and 50.2 million kilometres away. Thanks to their small size, they had managed to creep so close - the long-range sensors were not calibrated for such small vessels.

Rear Admiral van Gennip, surprised by the large number of enemy vessels, seventy-three in all, orders the Fleet to turn around and head back towards the JP. As the speed advantage belongs to the smaller Swarm craft, this manoeuvre will enable the missile ships maximum time for launch.

03:19

The alien ships are faster than what Intelligence had reported - they are moving solid 10,000 km/sec and have already closed the distance down to 50.1 m/km while the Fleet is trying to get its act together.

03:20

Immense frustration in all the CiC's of the various ships of the Fleet, as the Missile Fire Controls are unable to lock to the elusive vessels. MFCs are intended mainly to fight large ships - 5,000 to 6,000 tons - and are thus having difficulties with such small hostiles.

03:26

Distance between the Swarm and the Fleet had diminished down to 47 million kilometres but still the targeting computers could not get a proper lock.

Tired of waiting, I switched from 5 second increments to 5 minutes. Should have designed a sensor specifically against the 800-ton gunboat-sized Swarm bastards but oh noes, forgot to do that. This'll be fun since the meson armed little buggers will get unreasonably close.

05:06

The Swarm has closed to 7.1 million kilometres. The MFC's of the destroyers and frigates are still unable to lock on but the more sensitive anti-missile MFC of the corvettes do. CT Fort Rowne is the first ship to fire - 10 seconds later there is a veritable horde of the tiny missiles being launched.

05:07

Each corvette targeted a different, Atago class craft and after launching two volleys, they switch targets. Though the anti-missiles being fired are tiny, the hope is that as they are very fast, most of them will hit and hopefully slow down the Swarm.

qqnVR.jpg


Again, after 20 seconds and two volleys, the corvettes switch targets.

Yet again, after 20 seconds and two volleys, the corvettes again switch targets. It's a target-rich environment, after all.

05:08

Another 20 seconds pass and another target change. Now, each of the Atago's has 8 missiles homing in on them, as does Kirishima 002.

05:09

The distance between the Swarm and the Fleet has shrunk to 6.1 million kilometres. Still only corvettes are able to fire. So far, only about ten Swarm craft have not been targeted. The space between the two groups is filled with missiles - 516 of them, to be exact.

05:10

The first four missiles reach the Swarm. All four hit Atago 037 but only crater its armour.

Five seconds later, another four hit the same craft but do not penetrate the armour. Ten seconds later, four more hit but fail to penetrate the armour. Ten seconds pass and the fourth salvo hits Atago 037. This time, two of the missiles hit patches of hull already damaged by previous missiles. Curiously, the ships stream fluids instead of atmosphere!

Then it's Atago 026's turn - four missiles crater its hull. At least the new AMM's, SA-N-3/1, are proven to be highly capable of intercepting high velocity targets.

Ten seconds pass and another four missiles hit Atago 026. Also, I realized a problem - the SA-N-2/1 are beginning to self-destruct. I launched them before the enemy was even close to the range, mistakenly thinking that by the time the missiles are running out of fuel, the Swarm vessels will have closed in. Not so. I think I wasted about 200-300 missiles. Oops. Good thing I turned the corvettes back to automatic fire after manually targeting most of the Swarm vessels, otherwise I would probably have wasted all of my missiles.

Ten seconds later the third salvo hits Atago 026 and that craft starts leaking fluid as well. Fourth salvo hits, ten seconds later, and now Atago 026 is heavily streaming liquid.

05:11

Then it's turn for Atago 038. Yet again, all four missiles of the first salvo hit but no armour penetration. The number two salvo faces identical fate. As does salvo three. Watching American Ninja while resolving the combat is quite amusing. Fourth salvo has two penetrations, again streaming fluid.

Thus CT Fort Rowne, the only corvette with the longer range SA-N-3/1 missiles, shifted fire to Atago 008. First salvo, yet again, has four hits and no armour penetration. Salvo two - same thing. It's starting to look like the Atago ships have only one or two layers of armour. Which means that a single hit from the larger SS-N-3/8 or SS-N-2/8 missiles would pierce their armour and cause internal damage, possibly even destroy them. Unfortunately, the bigger missiles are both slower and infuriatingly enough, still unable to fire.

For unknown reasons, Fort Rowne had switched targets, as the latest salvo hits on Atago 028. The second salvo against the same vessel, predictably, has same results - four hits, no penetration.

05:12

Four missiles slam into Atago 015 but cause no damage, as the armour belt holds. Second salvo hits Atago 015. The missiles have had some effect - two Atago's have completely stopped. Atago 014 gets hits by a salvo, with the usual results. As happens with the second salvo. Then Atago 013 got hit, but with no mere armour cratering. Surprisingly, the second salvo has one missile piercing the armour of Atago 013 and it begins to leak fluid. It was probably a lucky hit, as the third salvo also has only a single penetrative hit.

05:13

Atago 008 gets hit. The usual. Atago 037 gets his and this time, all four missiles penetrate, though the vessel does not explode. The next salvo on Atago 037 blows it up. UURAH! First blood to humies!

05:14

Atago 026 gets hit by four missiles, three of them damaging its internal structures. Next salvo has three missiles further cratering its armour and one penetrating. Third salvo blows the ship up. Two down, seventy-one to go!

05:15

Atago 038 gets hits and one of the missiles penetrate. Second salvo has three penetrators. Thid salvo blows it up.

There will be a pause now that all the SA-N-3/1 missiles have been launched and have struck their targets. Though not for long, the Swarm are now only 3.6 million kliks away - the range of the SA-N-2/1 missiles is 2.6 million kliks.
 

Phelot

Arcane
Joined
Mar 28, 2009
Messages
17,908
FUCKING SPACE BATTLE OMG MOAR!!!!!

Seriously, I love this shit! :salute:
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
05:18

The Swarm fleet has now closed in to 2.6 million kliks. The corvettes, all eight of them, open fire - each launching four SA-N-2/1 missiles against a different target. It will take them ten seconds to reload the launchers for the second salvo. The plan is to fire three salvoes before switching targets.

Exactly ten seconds later the second salvo is launched. All that fleet training time has paid off. And exactly ten seconds after that, the third salvo is launched. All corvettes change targets while reloading.

05:19

Like a clockwork, the corvettes keep pumping out missiles every ten seconds, switching targets every thirty.

05:20

The first salvo reaches the Swarm ships. Sadly, the older missiles are much slower than the new ones, being only 3,600 km/sec faster than the Swarm gunboats and thus hitting isn't guaranteed. Kirishima 028 receives only one hit, that doesn't penetrate. Atago 006 gets four armour hits. Atago 009 gets a single hit, as does Atago 005. Atago 007 gets hit thrice, as does Atago 018 and Atago 004, whereas Atago 017 is hit twice. None of the hits penetrate armour, so far.

But the Swarm craft do not seem to have any PD or AM capability whatsoever, their speed and armour being their only defence.

The second salvo doesn't fare better. Kirishima 028 is again only hit once. Atago 006 gets two hits as does Atago 005 and Atago 007. Atago 018, 017 and 004 are only hit once. Atago 009 evades all four missiles. Again, none of the hits penetrate armour - which isn't a surprise as the tiny missiles are designed to swat down other missiles, not actual ships.

Salvo three continues the armour cratering. Atago 004 and 005 are both hit twice, whereas Atago 018 and 007 are hit three times. Kirishima 028 and Atago 017 get a single hit, each. Atago 009 and Atago 006 are hit thrice, and the latter actually start to stream liquid after the last hit. Hooray.

Salvo four gets little results. Atago 009 gets two strikes, as does Atago 007 and Atago 002. Atago 008 is only hit once but Atago 006 is hit four times - though all hits just crater the armour. Atago 018 is hit three times and begins to stream liquid. Atago 003 gets three hits and Atago 005 twice with no results.

Salvo five reaches the aliens. Atago 008 is hit twice and is now streaming liquid. Atago 018 is hit once, as is Atago 005. Atago 009 is hit twice, as is Atago 003. Atago 007 and Atago 002 are both hit once, whereas Atago 006 gets, again, four hits. That ship must have huge holes in its armour by now.

And here's what it looks like:

yR2es.jpg
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
05:20

Finally, the swarm are close enough that the MFCs of the destroyers can lock-on to them. The number of missiles launched suddenly move than quadruples. Frigates are still unable to fire.

The sixth salvo craters the Swarm FAC's. Atago 018 receives one hit, as does Atago 002 and Atago 007, which starts streaming liquid. Atago 003 gets two hits, like Atago 005 and Atago 006, which also streams liquid.

Seventh salvo gets four hits on Atago 008, which is now streaming liquid. Atago 010 gets two hits. Atago 011 and 012 get three hits both but no visible damage, whereas Atago 015 receives only one hit but that makes it stream as well. Atago 013 is by three missiles, two of which penetrate the armour. Atago 014 evades three missiles, only getting hit once. Two four-missile packs miss their targets completely.

Salvo number eight hits Atago 010, Atago 017 and Atago 014 once, Atago 012, Atago 011 and Atago 015 twice. Rest of the missiles miss. None of the hits cause additional streaming.

Salvo nine is still only SA-N-2/1 missiles, the shipkillers are on their way. Atago 013 is hit four times, two of which penetrate its armour. Atago 010 is hit twice, as is Atago 011 and Atago 016. Atago 012 and Atago 014 are hit thrice, whereas Atago 017 is only hit once. Except the two hits on 013, all the others just further crater the armour. Disappointing but not really a surprise.

05:21

Tenth salvo follows the example of the previous salvoes. Atago 016 is hit twice, as is Atago 012. Both Atago 010, Atago 014 and Atago 011 are hit three times. Atago 015 gets hit two ones, one of which penetrates its armour. Atago 017 is struck by three missiles, one of which also penetrates its hull. Atago 013 is hit by four missiles, three of which penetrate and cause internal damage.

Salvo eleven finds the targets properly cratered already - we have multiple penetrations! Atago 015 is struck by a single missile, which however makes the vessel stream even more liquid. Atago 017 is also hit by a single missile, though this does not penetrate. Similar fate calls Atago 016 and Atago 010. Atago 014 receives three hits, two of which strike existing holes in its armour. Atago 011 gets a single internal hit, while Atago 012 escapes with one more armour plate blown off.

Salvo twelve, still only consisting of anti-missiles, gets two hits on both Atago 010 and Atago 011 and Atago 016. Atago 012 escapes, again with a single armour hit, though Atago 017's armour is broken enough that one missile causes internal damage.

The main Swarm group is now only 1.3 million kliks away and finally, FINALLY, the frigates can lock-on to them. Which means that all the launchers that the Fleet possesses are now firing at the annoying little fucks.

Salvo thirteen! Atago 015 has lots its engine, so all four missiles hit, though only one penetrates. Atago 014 faces a similar fate, though two missiles penetrate. Atago 010 is still moving and is struck by three missiles, with one penetration. Atago 011 is, harmlessly, struck by two missiles. Atago 012 is hit by three missiles, all of which cause internal damage. Atago 016 loses two armour plates, whereas Atago 013 finally blows up after getting struck by two more missiles.

Salvo fourteen hits Atago 017 four times, Atago 016 once, Atago 010 once with a penetration and Atago 011 also once with a penetration. Salvo fifteen scores two hits on Atago 016, four on Atago 015, two on Atago 014, two on Atago 011 and three on Atago 010. All receive internal damage and stream more liquid. Atago 014 explodes.

Main swarm is 1.2 million kliks from the Fleet. Their Meson Cannons have a range of 60,000 kliks and they move 10,000 m/sec while the fleet moves barely 3,200 m/sec. And there's still sixty-two of them chasing Codexia's finest.

Atago 017 and Atago 012 are both immobilized from earlier hits - both receive four additional hits but only one each penetrates the armour. Atago 010 gets three hits while both Atago 016 and Atago 015 receive a single hit - the latter blows up, though.

Then the shipkillers, namely SS-N-2/8, arrive. Unfortunately they are even slower, being only 1,000 km/sec faster than the Swarm boats. Many of them miss but some hit. Atago 007 is hit and instead of the single point of damage that the SA-N-2/1 caused, it receives nine point of damage and immediately starts streaming liquid. Atago 006 is also struck by a single missile and the craft blows up. Atago 005 and 018 both receive a single hit, streaming liquid, as does Atago 028.

Atago 012 receives four hits, one penetration. Atago 010 is hit twice, one of which penetrates. Atago 011 is immobilized, hit four times, two of which cause internal damage. Atago 016 is struck once. Atago 005 is hit by a single SS-N-2/8 and destroyed. As is Atago 007. Atago 017 is hit four times, again two penetrate. Five seconds later, Atago 016 is hit thrice more.

Atago 010 is hit three times and blows up. Atago 011 is hit twice and blows up. Atago 017 is hit three times and blows up. Atago 012 is hit once and blown up. Seems that even the AMMs can destroy ships, even if it takes a shitload of missiles to cause serious harm! Atago 016 receives two more hits. Unfortunately, most of the shipkillers miss - only one hit is scored, on Atago 003, immediately causing it to stream liquid and shutting down its engine. Seems that many ships are firing SS-N-1/8 missiles, the very first generation of shipkillers - with a speed equal to the Swarm craft, hit chances are small.

Yeah, I have plenty of better missiles on Earth but I forgot to replace the stocks of missiles onboard the ships with more modern ones. FUUUUUU- but OTOH, this is a semi-safe way to use them up. Unless my fleet gets pounded.

Atago 003 is destroyed, after two hits from SS-N-1/8 missiles. A bunch of missiles self-destruct, as their targets have disappeared.

Atago 016 is hit three times, by SA-N-2/1 missiles.

Atago 016 is hit, again, by three missiles. The ship must be almost completely exposed to vacuum by now. Atago 034 is hit once.

Atago 034 is hit twice more. The AMM-launchers fire every 10 seconds, where as the SM-launchers fire every 120 seconds - which is why there is such a delay between shipkiller salvoes.

Atago 016 is hit by four more missiles, finally blowing up. Atago 004 is hit once.

Atago 025 is hit twice, as is Atago 004.

Atago 002 is hit four times and destroyed.

Atago 033 is struck thrice, as are Atago 034 and Atago 035.

Atago 009 is hit three times and the craft explodes.

....

Does anyone care about this level of detail, by the way?
 

eklektyk

Erudite
Joined
Feb 12, 2010
Messages
1,777
Location
mexico of europe
GarfunkeL said:
05:20
....

Does anyone care about this level of detail, by the way?

it reads quite fine but must strain U greatly ...


btw its nice to see im not the only one to forget fuu... sensors and got sqrewed by it :smug:
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
Personally, I'd go for a little less detail.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom