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BattleTech Player Boards => Fan Designs and Rules => Aerospace => Topic started by: marcussmythe on 10 March 2020, 12:24:14

Title: Warship Race Redux
Post by: marcussmythe on 10 March 2020, 12:24:14
It is 2350.  The TAS Dreadnought has raised the bar on naval conflict in human space, and rising tensions between the powers demand a response.  Across the Inner Sphere, shipyards swing into action, and Warships are laid down in expectation of conflicts to come...

We will be starting another Warship Arms Race Game/Thread.  In this, players will take the role of the commander of the navy, be that Grand Admiral, First Lord, CNO, or however you want to style it.  The player will have responsibility and authority over all things naval, from budget, design, construction, doctrine, and policy.  You wont be able to decide when war happens (that is a political decision), nor when and where battles happen and with what forces (that is the purview of commanders closer to the scene - but you can advise as to both.

The intent is first to have fun with it, and along the way to produce interesting warships that are designed to fit actual roles the navies actually need.  Its important to remember that Jutland and Midway get all of the press, but a navy spends the vast majority of its time doing flag-showing, anti-piracy, relief, and various soft power roles - and even in a shooting war, the seat of naval purpose is always -on the land-.

The game will open in 2350, and I would like to see players for all five great houses (Yes, House Liao only forms in 2366.  Were going to treat it as if they were cooperating on naval matters before that, being surrounded by larger powers, so that for our purposes it can be assumed functional as of 2350.  This gives House Liao a bit of a leg up compared to its historical position - which I am okay with)  and if interested for various periphery powers.  There are currently two GMs, myself and Smegish, and we will play NPC powers (Terran Hegemony, unclaimed periphery realms) and possibly any unclaimed Houses if we cannot find enough players for them - though we would prefer not to.

Starting setup will be very similar to those from Alsadius's excellent Warship Arms Race:  https://bg.battletech.com/forums/index.php?topic=61764.0, though budgets will be larger, technology research simpler, and maintenance higher (to allow faster regeneration of major losses). 

Turns will be 10 years, with people designing and building warships and stations and building jumpers and droppers and fighters, etc., researching technology, deciding how much mainteance to budget, selling ships and buying ships from allied powers, and all that jazz.

Rules are discussed at some length below, but in short we will be playing by the rules as written with all optional rules.  There will be some changes, and other 'assumptions', that everyone should know, below:

1.)  Capital Scale (Weapons, Armor, Structure) is 100:1, rather than 10:1.  In addition, Capital ARMOR has an absolute threshold against Standard Scale damage at 10:1 - thus a vessel with 50 Capital Armor is immune to medium lasers, and takes 5 less damage from any standard scale weapon.   Note that damaging the armor reduces its threshold value, and exposed structure has no threshold.  Rationale:  Without this, fighters and massed standard scale 'broadsides' define combat, and we have a carrier arms race with no place for anything else.  With this, fighters are a support system, deadly against dropships, lightly armored warships, and hideously dangerous to damaged warships with depleted or exposed armor.  But fighters are not a stand-alone all-destroying solution to every problem.

2.)  Nukes Arent Magic:  Nuclear Weapons, as defined in the published rules, do not exist at the warship scale.  We assume that existing weapons already inflict damage/transfer energy on a scale appropriate to a nuclear weapon, so the use of a nuclear weapon as a warhead would provide no advantage - or may already be taking place.  Rationale:  Nukes, RAW, completely flip the table when they come out, OR you scale PDS effectiveness enough to stop them, and make missiles useless.  Neither generates fun outcomes and both change it, again, from a 'warships arms race' to a 'Carriers with Nuke Armed Fighters briefly and then they all blow up' arms race.  Realistic perhaps, but not much fun.

3.)  PDS:  This is from Lagrange, and I believe it is a good fit:

"Point defense standard damage equal to 4 * capital damage generates a 50% chance to kill a capital missile (or a flight from a capital missile bay).  Multiple 50% chances to kill the same capital missile(s) can be generated, but all point defense applied to a capital missile passing through a hex must be designated before rolls to kill the capital missile are made.   Additional point defense may be applied in successive hexes.
Antimissile systems and bays on smallcraft and largecraft may fire up to 6 times in a turn, generating heat and consuming ammunition each time."

The net effect is that more PDS is better, but there is no amount equal to immunity - merely that 4*Incoming Capital Damage cuts the damage by half (roughly), doubling that halves it again, etc.  Layered defenses become more valuable.

4.)  Bays:  Bays are a TT convenience and abstraction.  Bracket firing and high damage weapons creating threshold crits before armor is depleted will be a 'thing', but it wont be as mechanical and absolute.  A NL/45 can in theory get a lucky shot in on anything, a NAC/40 wont necessarily, but bigger is going to be (unsurprisingly) better for getting shots through before armor is depleted.

5.)  Cargo:  In general, a 5% mass fraction is enough for 'normal operations' - inside your own territory, or leave your territory to throw a fight and go home shortly thereafter.  A ship that never leaves friendly territory or carries a large amount of dropships, or which is in a navy with a lot of jumpships and dropships to provide fleet train, can go further, or get by with even less - but there are trade-offs, and fleet train is a vulnerability.  A raider, long endurance flag-shower, deep space scout, or the like, will want more, perhaps much more.  A BB that never budges from home without an extensive fleet train may be able to get by with a little less.  The TH/SL standard designs should be taken as an EXTREME endpoint - those ships are designed to cruise, unsupported, for years, and while months or more away from home, possibly while supporting invasions.  They aren't bad because of it - the TH/SL has different priorities, due to its economic and military power and vast commitments - just different than what a PC power (who probably isn't trying to make war in the periphery on the other side of the sphere) does.

6.)  Dropships:  Players will build dropships and jumpships.  These are fleet and invasions support, and the droppers will be a mix of tender/cargo, military assault transport, and combat designs - I'm not going to ask you to break them down by type, just assume that the more droppers you have, the more likely you are to have the ones you need where and when you need them.  Jumpships provide fleet logistics and transport.  Offensive military action (planetary raids and invasions) will be informed by your logistics train of droppers and jumpers (and warship based collars and cargo, yadda).  If you scrimp here to spend elsewhere, your navy will find itself trying to herd civilian crewed soft-skinned merchant dropships and jumpships into offensive action in the face of nasty opponents, while the flower of your nations armed forces ride, uncomfortably, on them.  Is that worth another battleship?  Up to you.

7.)  Feel free to design fighters, dropships, small craft, tanks, mechs, etc.  It will have zero effect on the game, but fluff and doctrine is important, and also fun.  Have fun, go crazy.

So who wants to play?

GM:
marcussmythe
Smegish

Powers and their Players:
Draconis Combine - Unlimited
Lyran Commonwealth - kindalas
Free Worlds League - VensersRevenge
Capellan Confederation -
Federated Suns - Jester Motley
Marian Hegemony - True Tanker
Principality of Rasalhague - Tyler Jorgensson
United Hindu Collective -
Illyrian Palatinate -
Rim World Republic  -
Taurian Concordiate -


Unclaimed Powers - NPC/Smegish, though players are welcome to take anything unclaimed they want.
Terran Hegemony - NPC/marcussmythe, though we MIGHT consider allowing a player to run it if we fill out the others


Game State Spreadsheet (Rules, Technology, Ships in Service, Maps) Link below:  (This is a WIP, thanks to Smegish for his work - note that as of today, were making this GM edit only, for safety sake - well edit stuff in, all you have to worry about is posting turns on the turn thread)

https://docs.google.com/spreadsheets/d/1rIBaiLqUhwppFvoNmXGHpS0HWSVSEuxLY25m-u0uaPc/edit?usp=sharing

IC/Turn Thread:  Turn Posting and Turn Results
https://bg.battletech.com/forums/index.php?topic=68675.0

Master Ship Design/Construction Spreadsheet - save a local copy to your google drive!
Modified by Smegish 4/4/2020 - properly calculates dropshuttle bay costs for this game.  NOTE:  Do not combine dropshuttle bays and collars on the same vessel.  Will cause errors.

Further modified by Motley Jester 4/23/20.  Bays should properly display in the TRO workup -scroll to the right

Most Recent Bugfix Version 6/16/20 - Properly pricing life support and quarters, courtesy of Lagrange:
https://docs.google.com/spreadsheets/d/11SbQ3R1b_P44yznQEmPfc7XHKWc8aELd_TuN-HL3_QM/edit#gid=0
Title: Re: Warship Race Redux
Post by: Lagrange on 11 March 2020, 07:42:20
I'm interested, but don't have the personal time to organize.

Title: Re: Warship Race Redux
Post by: marcussmythe on 11 March 2020, 09:27:57
Thats unfortunate.  Ive enough time and energy to play, but if I were to run it, Id have to set aside another hobby to make the space, and of course whoever is running it isnt -really- getting to play.

1.)  Combat Resolution - In a perfect world, it would be played out by the ST or involved players.  This world is wildly imperfect, and I just dont see the time commitment being manageable for anyone.  In an imperfect world, Id trust someone to look at the forces involved, think through the best tactics and how they would play out, roll some dice to reflect that nothing in a battle is a given (I think a 3d6 bell curve modifier would be about right to give us variance while keeping the noise from swamping the signal entirely).

2.)  Tracking the overall ‘state of things’ - butterflies, etc. - is simultaneously a large burden and the best fun, to me.  This would involve a lot of writing and thinking and likely grow into its own AU in as much detail as is liked.  My -thought- is that the moderator should allow it to butterfly - because the need to keep it ‘on the rails’, with the attendant cross-checking published history required, would seem a large cost (and a good arguement for letting the setting change to the point where you are not beholden to that which has been published before)
Title: Re: Warship Race Redux
Post by: Hairbear541 on 11 March 2020, 15:24:12
i'm still mining the original warship race thread , since there is such a lack of canon warships around . i wouldn't mind joining if my ancient mind could ever figure out how to use the different calculator sheets , and get the results i think should come out at the end .
Title: Re: Warship Race Redux
Post by: Smegish on 11 March 2020, 17:12:26
I also miss the old game, and while I would love to take part, I don't have the time or energy (specially with a wedding to plan) to run the damn thing sadly.
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 March 2020, 19:02:38
So, some interest, several potential players, noone with the spare budget to run the thing (yet)

So, what can we do to lower the cognitive load on any potential GM?  Is there a way to share the load between multiple players (and coincidentally allowing a GM to also be a player?)  What does it look like if one person is responsible for dice rolling and resolutions and another is tasked with doing the writing?

What eras interest people?  AoW was great, but its also been done recently, and a post helm or post jyhad launch has advantages (though it would cost us the ‘tech race’... but Im not sure that the juice was worth the squeeze on the tech race, inasmuch as it seemed to be overhead with few really game changing effects.  Reasonable minds may differ!)

What sort of rules sound good?  I -think- that we had a quasi-consensus around 100:1 standard:capital, Nukes Arent Special, Advanced Ranges, fractional thrust, decoupled SI, and Dropships as Fighter/Warship Hybrid Scale - but thats just my recollection.  I dont recall if we ever came up with a good answer on point defense interactions.
Title: Re: Warship Race Redux
Post by: Hairbear541 on 11 March 2020, 20:49:21
i was really hoping the original thread had gone at least to the reunification war and if possible further . would have loved to have seen what the OA and MC came up with warship wise .
Title: Re: Warship Race Redux
Post by: Lagrange on 13 March 2020, 08:35:29
W.r.t. state tracking, it seems essential to have a shared dynamic map.  It was becoming genuinely difficult to understand the state of the game (in terms of who controlled what star systems) towards the end.  Is there a way to do that?

W.r.t. resolution, I believe this could be handled in a distributed manner.  For more "realism" the forces should not be evenly matched in each combat as well.   Using luck to determine the mixture of forces in play as well as having a defined offset on ability (green/regular/veteran/elite) seems good.  Maybe luck could increase/same/decrease ability by one category?  That seems like a fairly realistic degree of impact from luck.

W.r.t. era, it seems interesting to simply start at the beginning and run forward tech-wise as this would produce designs at many techs.   Anytime a new player wants to join, we could have a civil war.  However, this is an inessential decision to me.

W.r.t. rules, it seems important to have every design be BT legal and to be conservative in house rules.  Otherwise, people won't be able to follow (and join).  This leaves freedom to interpret the designs somewhat differently.

So, (1), (3), and maybe (6) or (7)?
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 March 2020, 09:23:35
W.r.t. state tracking, it seems essential to have a shared dynamic map.  It was becoming genuinely difficult to understand the state of the game (in terms of who controlled what star systems) towards the end.  Is there a way to do that?

W.r.t. resolution, I believe this could be handled in a distributed manner.  For more "realism" the forces should not be evenly matched in each combat as well.   Using luck to determine the mixture of forces in play as well as having a defined offset on ability (green/regular/veteran/elite) seems good.  Maybe luck could increase/same/decrease ability by one category?  That seems like a fairly realistic degree of impact from luck.

W.r.t. era, it seems interesting to simply start at the beginning and run forward tech-wise as this would produce designs at many techs.   Anytime a new player wants to join, we could have a civil war.  However, this is an inessential decision to me.

W.r.t. rules, it seems important to have every design be BT legal and to be conservative in house rules.  Otherwise, people won't be able to follow (and join).  This leaves freedom to interpret the designs somewhat differently.

  • 100:1 standard:capital seems like an essential house rule to have a sane game.
  • For nukes, I don't see an essential reason to change the rules.  Nukes are expensive and point defense can shut them down.
  • Advanced ranges seem good, and aren't even a house rule.
  • Fractional thrust doesn't seem essential and it would make designs not BT standard.  However, interpreting odd thrust as giving exactly x1.5 overthrust seems fine.
  • Decoupled SI makes BT illegal designs.   Even though it makes great sense, I'd prefer to avoid.
  • W.r.t. point defense, the house rules here (https://bg.battletech.com/forums/index.php?topic=63746.0) seem somewhat more realistic.  However, this is not a must-have.
  • I'd personally like to use actual fusion physics, which imply a maximum of 80 thrust points / .001 mass fraction.  This has minor effects once you take it into account properly.  Pirate points become essential for commercial traffic.  Astrogators need to work on refining solutions all week long rather than 1 day/week.  Most trips require two jumps.  Asteroidal bombardment becomes much more difficult.
So, (1), (3), and maybe (6) or (7)?

Its an issue of house rules vs. book rules and a playable game, and we will likely not agree exactly on where to draw the line.

WRT 100:1 - Yeah

WRT Nukes:
My recollection of the rules is even one nuke hit was essentially a mission kill, due to computer disruption on the target, and it takes far fewer nukes to hard-kill a ship than missiles.  If missiles are good enough at breaching point defense to matter, when they are not nuclear, then once they are nuclear, they define the whole setting.

How many ships can a Walkurie CV from the old game kill, if all her fighters have nukes hanging off of them?  And how expensive are nukes, compared to watching 700 fighters wipe out an entire fleet?

WRT Fractional Thrust:  I could be convinced here.  Certainly having 3/5 be actually 3/4.5 is a bit better.

WRT Decoupled SI:  Id like to see 2/3 ships have a place - 'slower with bigger guns and heavier armor' is a real world thing, and a choice. 

I recall liking the point defense rules that you posited.

WRT Fusion Physics:  For me, getting rid of the 'standard jump points' changes the setting and feel pretty radically.

I think the truth is either one of us would be happy to put up with the others rules choices, if the other one was willing to run it. :)
Title: Re: Warship Race Redux
Post by: Wrangler on 13 March 2020, 09:24:35
i'm still mining the original warship race thread , since there is such a lack of canon warships around . i wouldn't mind joining if my ancient mind could ever figure out how to use the different calculator sheets , and get the results i think should come out at the end .
There have been fan-made Technical Readouts with stats for Warship posted by people. Some of them are listed on the Battletech Fandom wiki (https://battletechfanon.fandom.com/wiki/BattleTech_Fanon_Wiki)
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 March 2020, 09:50:46
There have been fan-made Technical Readouts with stats for Warship posted by people. Some of them are listed on the Battletech Fandom wiki (https://battletechfanon.fandom.com/wiki/BattleTech_Fanon_Wiki)

Its worth noting that the outputs of a warship race like this will likely not match closely to 'book' designs, for a couple of reasons:

1.)  We are going to diverge from 'real history' pretty quickly.  This will put different demands on various powers.

2.)  Book designs are inorganic - they evolve from a need to publish books, or fill niches, or use new technology, or to add something to the game.  Outputs from something like this tend to be organic - responding to the pressures the various states find themselves operating under (real or perceived).  As such, I anticipate that we will see a lot of same-ness that wouldnt show up in a TRO (Oh, look.  3/5 ships covered in NACs, in slightly different sizes with slightly different collar counts and weapons ratios.  Books of them) and then some random outliers that you would NEVER see published (NAC 40s covering the nose, missiles on every flank!  Space Station and Tug 'Warships'!  PDS Small Craft!) as various powers, especially smaller or more stressed ones, try more and more outlandish approaches and accept greater and greater weaknesses to try to keep up.

3.)  The crucible of competition is going to turn us into fairly relentless min-maxers, though likely in ways that dont reflect what we consider 'battlefield' min-maxing.  We may see crazy cargo capacities or not, depending on role.  Maximum collars or none, same reason.

This doesnt make one set of outcomes 'good' and another 'bad', just looking at how it will differ and why.
Title: Re: Warship Race Redux
Post by: Lagrange on 13 March 2020, 11:08:52
WRT Nukes:
My recollection of the rules is even one nuke hit was essentially a mission kill, due to computer disruption on the target, and it takes far fewer nukes to hard-kill a ship than missiles.  If missiles are good enough at breaching point defense to matter, when they are not nuclear, then once they are nuclear, they define the whole setting.
The Type II missile a fighter carries does 1000 standard damage.  At a 100:1 ratio, that's 10 capital damage.  It also has a 1-in-6 chance of inflicting 100 capital damage directly to SI.  There is also a control roll (with a +4 modifier) and +2 to hit modifier for every unit in the same space hex for the remainder of the battle.

So, it's a kill for dropships and probably jumpships.  Larger warships could survive and continue to contribute meaningfully to combat.

It takes up 10 bomb slots so a fighter can only carry 1 and is significantly slowed.  There is some contradiction about whether or not an internal bomb bay can be used---the Alamo rules in IO say 'yes', but the internal bomb bay quirk in SO says 'no' since you can't bomb with 10 bombs in a round.  It attacks with AC/10 ranges and can be shot down as a Barracuda.  It costs 1M. 

How many ships can a Walkurie CV from the old game kill, if all her fighters have nukes hanging off of them?  And how expensive are nukes, compared to watching 700 fighters wipe out an entire fleet?
1 per fighter if internal bomb bays don't work (i.e. 700 costing 700M). 

The 700 fighters could might wipe out 0 warships if the fleet has serious point defense.  Using standard rules 6 AMS + 4200 heat sinks/ammo eliminates everything.   Using the modified rules I pointed out 4585 AMSs each firing 6 times would have a >50% chance of killing every missile in the salvo.  Those AMSs could be mounted on any platform smallcraft or larger and the number required declines if you use a defense-in-depth deployment.

The offense cost here (700M, assuming you have the fighters anyways) should be compared to the defense cost (8.4M in standard rules for AMS ammo, or 55M in modified rules for AMS ammo).  The equation structure does not change when you add in the cost of the launchers (fighters or AMS+heat sink).

WRT Decoupled SI:  Id like to see 2/3 ships have a place - 'slower with bigger guns and heavier armor' is a real world thing, and a choice. 
I fully believe that 'slow with big guns & heavy armor' is a real world thing.  It's available in battletech except although it starts at 3/5. 

More generally, I think realism could be pled in any number of ways to generate house rules.  Monitors for example are quite realistic.

WRT Fusion Physics:  For me, getting rid of the 'standard jump points' changes the setting and feel pretty radically.
Standard jump points would still exist as they are much easier to jump to & from.   Pirate points would become pretty essential to commerce however and create natural choke points (...which could be avoided at a cost in reactant or speed).  Some of the combat descriptions are consistent with choke points.  For example, I can't understand Sarna's description of operation liberation (https://www.sarna.net/wiki/Operation_LIBERATION) without it.
I think the truth is either one of us would be happy to put up with the others rules choices, if the other one was willing to run it. :)
To an extent, yes.  However, it does seem important to minimize house rule overhead to maximize ease of participation.
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 March 2020, 11:37:26
RE: Nukes

1.)  Taking the 100:1 change into account does change the math.  Im not certain it changes the math -enough- to save the BB as a unit when you could have built a CV instead, but Id have to push it around the table.  Possibly we would see defense in depth, with layers around Potemkin like motherships surrounded by CV Droppers, then fighters launched on demand, maybe with small craft outriders?  Id have to look at sensor rules vs flight endurance vs effective range.

2.)  Are Nukes an optional rule?  :)

RE:  Fractional Thrust and Decoupled SI:

My struggle here is that 3/5 is just -so good-, inasmuch as 3/5, 150 SI, 15% mission package, ~ 5% remainder in utility, is just such a perfect balance for a tooth heavy main combat unit, and my brain wants to hard reboot every time I say to myself ‘No, we cant put any more armor on or hull reinforcement in unless you hang more fusion torches off the back’.  That said, your point about generating designs that can be used legally is well taken.  I could be convinced.

3.)  Realistic Fusion Drives:  Pirate points are usually dangerous to jump to and often transient, right?  That said, cutting the Delta-V of fusion fuel may just mean we take longer to go from the zenith and nadir points.  Whats the change in travel time while maintaining consistent fuel mass consumption (IE:  Burn same amount of fuel by tonnage, and spend quality time at zero G, rather than living at 1G Brachistone trajectories).

This would have a positive knock-on effect, however, of making fuel bunkerage, refuling stations, docking collars for supply droppers, fleet train, etc A Big Deal, which makes for a richer environment.  Again, I could be convinced, as this creates a potentially more interesting environment - but is the advantage in playability and realism worth changing the rules?
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 March 2020, 12:19:54
Tech Thoughts:

We tried handling tech two different ways last time, and I was a bit disenchanted with both (of course, I rolled very poorly on both, so that may colour my perspective).

More broadly, I think the research rolls put a bit too much random into the process, and the relentless spread of technology made it hard to value such an investment.  Also, Im starting to think 'simpler is better'.

Proposal A:
There are 3 Tech Trees (matching Alsadius's revised tech trees).  Each turn, a player may spend $5B to acquire the next technology in a tree.  No more than one technology in a tree in a turn.

Variant A1:  Cost of purchase is reduced by $1B for every power in possession of the technology
Variant A2:  May purchase more than one technology per tree per turn, budget permitting.
Variant A3:  May purchase any one technology of the three lowest unresearched.

Proposal B:
One Tech Tree, Alsadius's original.  The universe advances one decade per decade, establishing the 'technology floor'. Players may purchase (10B?  20B?) a semi-permanent tech advantage, such that they will be 1 decade ahead.  This may be purchased multiple times.  Tech leads have a cost to maintain (half the purchase price?  Less?) and if that cost is not paid, the tech advantage is lost.  In game events (first succession war and bottled sunshine for everyone, Holy Shrouds, Jihad, etc.) may in fact delete tech advances all on their own.

Proposal B1:  No free advancement, players pay for and then pay to maintain their military technology base.  Possibly at a discounted rate, as above.
Title: Re: Warship Race Redux
Post by: Hairbear541 on 13 March 2020, 17:26:52
not really looking for canon designs , but fan designs that seem likely to have been produced by the different periphery states(tech wide) that is . already mined every forum thats'  still active . but as i see it the more designs the merrier game wise , that is .
always thought the devs' really missed the boat by not developing the periphery states much further . as has already been stated in other threads here , they made one to drink some very strange koolaid , another a nation of amazons and last but not least the ultra space ammish . now how implausible is that ?
Title: Re: Warship Race Redux
Post by: Lagrange on 13 March 2020, 18:28:53
My struggle here is that 3/5 is just -so good-, inasmuch as 3/5, 150 SI, 15% mission package, ~ 5% remainder in utility, is just such a perfect balance for a tooth heavy main combat unit, and my brain wants to hard reboot every time I say to myself ‘No, we cant put any more armor on or hull reinforcement in unless you hang more fusion torches off the back’.  That said, your point about generating designs that can be used legally is well taken.  I could be convinced.
ASF are so good that you must go with standard 100 = capital 1 or the game certainly devolves into carrier warfare.

If you look at the designs (https://bg.battletech.com/forums/index.php?topic=61764.msg1455413#msg1455413) created, there is actually quite a bit of variation including 2/3, 3/5, 4/6, 5/8, and 6/9.  Given this, I expect there would be natural variation amongst design philosophies in practice.
3.)  Realistic Fusion Drives:  Pirate points are usually dangerous to jump to and often transient, right? 
The L1 point is not transient.  That's basically the "standard" pirate point.  Note that a stellar system may have multiple such, one per planet.  Transient points are much messier, involve 3-body solutions, and are even more difficult to calculate. 

As far as the danger of a pirate point, if an astrogator is allowed to compute a solution multiple times and choose the best, it's not terrible.
That said, cutting the Delta-V of fusion fuel may just mean we take longer to go from the zenith and nadir points.  Whats the change in travel time while maintaining consistent fuel mass consumption (IE:  Burn same amount of fuel by tonnage, and spend quality time at zero G, rather than living at 1G Brachistone trajectories).
I'm not quite following this---you most efficiently spend fuel over a trip if you burn it at the same rate all the way.  For Earth/Zenith, that requires ~33% of vessel mass at 1g and ~10% of vessel mass at 1/10th g.  The 1/10th g trip takes sqrt(10) ~= 3 times longer.

There is some discussion here (https://bg.battletech.com/forums/index.php?topic=62855.0).
Again, I could be convinced, as this creates a potentially more interesting environment - but is the advantage in playability and realism worth changing the rules?
It's not clear to me.  The game breaks under the current rules when you start calculating kinetic energies and realize you can do much more than standard nukes then extrapolate damage.  Obviously, we could just limit to attacks that are in the rules.

The high speed engagement rules, which are significantly softened given the kinetic energies involved but still pretty killer, would become substantially harder to use in the "high" high speed engagement mode.   Maybe that's not necessary for the game? 
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 March 2020, 09:38:01
I think if I end up running this thing, Ill probably go big or go home - a lot of house rules or nearly none (barring 100:1, which I think is unavoidable)

Side note on 100:1 - how do we want to handle droppers and subcap weapons?  My thought is to treat subcap weapons as capital scale (which means they are sudden death to fighters), and to have dropships take damage from capital weapons as if they were warships, but from standard weapons as if they were standard scale.

I also think -some- newtech along the way might be worth doing, just to shake things up.  This will spiral into an AU very quickly, and whats an AU without some new toys?

Edit:  The problem with thinking about a thing is the longer you think about it, the more reasonable it starts sounding.  That said, Alsadius burnt himself out hard, and I dont want to do that.  If I take official responsibility for the thing, what are other people willing to take on, which parts?  Managing a map and updating it would be huge, as would having someone super good with the rules willing to handle combat resolution (at least for combats not involving them).  Other thoughts?
Title: Re: Warship Race Redux
Post by: truetanker on 14 March 2020, 10:06:52
The Marian Hegemony stands at ready to redeploy at a moments notice.

Hail Cesar! *thump!*

Truetanker  8)
Title: Re: Warship Race Redux
Post by: Lagrange on 14 March 2020, 18:46:04
I think if I end up running this thing, Ill probably go big or go home - a lot of house rules or nearly none (barring 100:1, which I think is unavoidable)
"Nearly None" seems like the right default to maximize participation.  The minimal change seems to be 100 standard = 1 capital.
Side note on 100:1 - how do we want to handle droppers and subcap weapons?  My thought is to treat subcap weapons as capital scale (which means they are sudden death to fighters), and to have dropships take damage from capital weapons as if they were warships, but from standard weapons as if they were standard scale.
Subcapital weapons dealing capital damage seems fine.  They generally trade range and fire control limits for firepower, a tradeoff that we are all familiar with elsewhere. 

Using this thread (https://bg.battletech.com/forums/index.php?topic=63746.0), there are good reasons for each element.

Going through it in detail:
Quote
Standard scale damage does not affect capital scale armor greater than 10 times the standard scale value.
Without this it devolves into pure carrier warfare once good energy weapons come online.  Consider an ASF loaded up with clan ER small lasers for example.  1 capital damage/round from an ASF rivals capital weapons on damage/ton and is extraordinarily more flexible. 
Quote
For standard scale weapon bays use the damage of the largest weapon in the bay.
Using the damage of a bay instead would lead to stacking standard weapons to make death rays.  Even at at 100:1 ratio, a clan ER SL bay delivers 33 capital/kton, significantly more than capital weapons. 
Quote
For cluster weapons, use cluster damage (i.e. 5). 
Not really necessary: A minor clarification.
Quote
Where standard scale weapons can damage capital armor, add up all damage to a facing from an attacker and divide by 100, rounding normally.
Not really necessary: this is the standard rules when it's 100:1.   
Quote
Critical hits can only be delivered by individual attacks dealing at least 1 capital damage.
This is a clarification.  Technically (I think), any hit can cause a critical hit, which would be disastrous.

W.r.t. dropships, just keeping their armor at standard scale seems the easiest.  Otherwise, you get strange effects where a 200 ton dropship is 10 times tougher than a 200 ton smallcraft and 12K ton spheroid dropships could be much tougher than a 100 Kton warship. 
I also think -some- newtech along the way might be worth doing, just to shake things up.  This will spiral into an AU very quickly, and whats an AU without some new toys?
I'm skeptical about newtech if a minimal-changes route is in use. 
If I take official responsibility for the thing, what are other people willing to take on, which parts?  Managing a map and updating it would be huge, as would having someone super good with the rules willing to handle combat resolution (at least for combats not involving them).  Other thoughts?
I'm happy to help, but it's difficult to promise any particular level of support given other duties.

In my mind, the difficult element which could be made much easier here is tracking state to maintain a long running game.  Is there a database of star locations?  Can we just make a git-based webpage that displays stars-by-owner and tracks other state?   That would make it much easier.

W.r.t. techs, I think a "realistic" version of this would put a price on techs, and then halve the price every decade after it's first discovered.  Perhaps it can also be halved again in any decade via battle salvage.   The base cost should be significant on the scale of warships or warships would be free.  Maybe a base price of 1/20th a greater power's budget?
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 March 2020, 19:38:49
State Tracking:  I wouldnt know where to begin setting up a website or anything of that nature to track information like that.  The best I could manage would be a google doc spreadsheet of data and an edited as necessary map, probably also stored online.

Standard Scale Weapons:  As Im reading that rule, a capship with 100 armor on each facing would be immune to normal scale PPCs, but could be damaged by normal scale Gauss Rifles (at 100:1).  Is this correct? 

If the Gauss Rifles lower the armor below 100, would standard scale PPCs then become useable

Standard Scale Weapons, 100:1, and Dropships:  Does this mean that capital missiles and subcapital cannon are now instant death to fighters, and cataclysmically dangerous to dropships (I can live with this).  It also means, as I read it, that a HNPPC is 1,500 standard scale damage - instant death to dropships.

This creates a situation where fighters can support capital strikes on other capital ships, but are never going to be stand alone attackers.  I can live with this.

Your probably right on non-standard techs, though Id like keep my options open on ‘in setting but un/underdeveloped techs’ - Casper, WoB Superjump, that sort of thing.

RE:  Tech - I think your proposal (flat cost, declining for later adopters) is a sensible one, and maps pretty closely to some of my proposals and things I was thinking about.
Title: Re: Warship Race Redux
Post by: truetanker on 14 March 2020, 20:34:34
What if we went and started out with the 3025 Era star map, deciding the starting realms and assuming the nearest border areas as independent owners / colonies to be absorbed later on?

This way we can just color our factions in...

Thoughts?
TT
Title: Re: Warship Race Redux
Post by: Smegish on 14 March 2020, 20:54:26
There was an attempt at this kind of game on Spacebattles, was starting at the launch of the TAS Dreadnought, and he had custom maps made. Will ask him what he used for it.

Other than that, I can run the spreadsheet that tracked everyone's fleet elements like last game.
Title: Re: Warship Race Redux
Post by: truetanker on 14 March 2020, 21:01:14
Will we have enough group discussion and combat?

TT
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 March 2020, 21:09:20
Its a pity the spacebattles one died aborning, but I think he put himself into a trap by making it happen in essentially a homebrew setting with rules that (reading the thread) I never really understood.

I think having two separate threads, one for discussions like this and one for the game proper, is probably a good thing.  Keep the game thread limited to posting turns and the like, to whatever degree we can, maybe?

Having you manage some or all of the spreadsheets would take a lot off of the me.  Im also thinking about -not- running full detail turns for Every NPC Power In Space - its enough to know that the TH has More Warships Than God, that the UHC has enough for piracy patrols, and the RWR is building a typical small power overgunned, under-armored, short legged but really scary on paper handful of ships.  Or like that.

If I had my druthers, the local rules guru Lagrange would handle combat resolution for everything not involving him - but Im comfortable enough to do it if need be.
Title: Re: Warship Race Redux
Post by: Andras on 14 March 2020, 22:32:43
Re AMS, how does the new rule look? Each wave is handled as an entity, not as individual missiles, if not destroyed outright due to damage, it takes the to hit penalty. So AMS may force the entire wave to miss, even if there isn't enough damage to kill every missile.

https://bg.battletech.com/forums/index.php?topic=63819.0

Xotl said:
Capital Missile Bays: For the purposes of PDW fire, treat all missiles fired from a single bay as a single combined missile (i.e. PDW fire damages and inflicts to-hit penalties on the entire group, not against individual missiles). Similarly, the damage value of the missile flight is not reduced unless the entire flight is destroyed by PDW fire.
Title: Re: Warship Race Redux
Post by: Smegish on 16 March 2020, 06:24:28
Another feature that was going to be in the stillborn Spacebattles game we may wish to consider is construction time. Alsadius' game simplified it to two ships a year, any size up to the size of a given yard. The Spacebattles one had ships taking 1 year per size category to build, with larger yards being able to build multiple smaller ships at once (for example, the Size Two yard I started with would have allowed me to build 2 Size One ships a year).

I propose a slight amendment to that idea:

Ships take a year per Size to build. Undersized yards multiply that time, with each size category smaller getting exponentially worse. Oversized yards reduce construction time by a year per size bigger, with a maximum time of 2 per year.

Example 1: A Size 3 Cruiser takes 3 years to build in a Size 3 Yard, 2 years in a Size 4 yard, 1 year in a Size 5 yard, and a Size 6 yard can pump out 2 a year as long as you can afford it.

Example 2: That size 3 Cruiser takes 6 years in a Size 2 Yard, and 12 years in a Size 1 Yard, if you're desperate enough.

Would be an added complication, but an idea I wanted to throw out there.
Title: Re: Warship Race Redux
Post by: marcussmythe on 16 March 2020, 07:19:54
Thats an interesting idea, Smegish.  Is the additional overhead worth the advantage?  Im thinking our best bet is to keep it as simple as possible...

To that end, whats everyones thoughts on simply adopting Aldasius’s starting positions and rules, with the following changes:

1.)  PDS interactions as discussed above (to keep missiles from being obsolete before we start - their still gonna be poor weapons in damage per ton, but their range and crit possibilities keep them useful, I think$

2.)  100:1 Cap:Normal, no normal weapon can penetrate capital armor of value >10x its damage.  Keeps the Cloud Generators from dominating, but theyll still be death on droppers, unarmored ships, and damaged ships.

3.)  Increased Budgets and Maintenance - We couldnt build many ships, and couldnt recover from losses if they happened.

4.)  Simplified tech rules (some version of ‘buy from menu, menu defined by how far along the tech tree you are overall, cheaper as other powers get the trch your trying to buy’)

5.)  Naval Dropships and Jumpships serve as fleet train and invasion support - and without them, your stuck stealing civilian hulls for it (unless your warships can do fleet train and invasion duty).  Naval Droppers also represent Assault Dropper/PWS.  Basically if you didnt budget for it, it never helps you in a fight, and if you didnt budget for it, fights may be harder - civilian droppers are slower and more fragile, thus invasions are tougher and more dangerous for -everyone-

Other than those learned-by-experience things, I think he gave us a great starting point.  No need to reinvent the wheel.
Title: Re: Warship Race Redux
Post by: marcussmythe on 16 March 2020, 07:22:14
Separate Post:  Player List

Id like to get at least 5, for the 5 major powers, using periphery and secondary powers as spill over.  RWR, UHC, anything in existence at the time is available.  Ill probably take whatever noone else wants on as my personal fun project, and see if I can get someone else to manage the battles.  So whose interested, and in what nation?  First come and all of that.

Players:
Draconis Combine - Smegish
Marian Hegemony - True Tanker
Title: Re: Warship Race Redux
Post by: truetanker on 16 March 2020, 13:59:23
The Marian Hegemony stands at ready to redeploy at a moments notice.

Hail Cesar! *thump!*

Truetanker  8)

Secondary question : What if we use a Research / Espionage roll to determine tech advance a few turns ahead of TH default ? Costs in Billions per roll. Also how about limited mining, like for every 5B used a 2.5B interest?  But put a max of 20B for a 10B max interest cap? Let's smaller states a slight better money , but allows economic growth. Bigger status ones get a little bit as well...

Thoughts?

TT
Title: Re: Warship Race Redux
Post by: Smegish on 16 March 2020, 15:18:51
Grand Admiral Pu-Bah shall reclaim his position as head of the DCA.
Title: Re: Warship Race Redux
Post by: marcussmythe on 16 March 2020, 15:32:42
Re AMS, how does the new rule look? Each wave is handled as an entity, not as individual missiles, if not destroyed outright due to damage, it takes the to hit penalty. So AMS may force the entire wave to miss, even if there isn't enough damage to kill every missile.

https://bg.battletech.com/forums/index.php?topic=63819.0

Xotl said:
Capital Missile Bays: For the purposes of PDW fire, treat all missiles fired from a single bay as a single combined missile (i.e. PDW fire damages and inflicts to-hit penalties on the entire group, not against individual missiles). Similarly, the damage value of the missile flight is not reduced unless the entire flight is destroyed by PDW fire.

Hmm.  So a 60 point missile swarm is hard-killed by 200 AMS (or 2000 if our 100:1 applies here).  However, as each point of capital damage is a -1 to hit, its going to take rather less AMS to make a missile salvo unable to hit at all.  30/300 AMS would be -9 to hit, which is sufficient to force a miss by anything.

I think Lagrange's method will work better for us.  The RAW AMS rules are handy at preventing nukes, but as a side effect prevent missiles - and missiles have issues with damage-per-ton in the absence of ANY AMS weaponry...
Title: Re: Warship Race Redux
Post by: Smegish on 16 March 2020, 16:35:03
After discussing it with Marcus, I'll retract my claim to the DCA unless we have a shortage of players, in favour of being Assistant GM. The split of duties between us to be determined.
Title: Re: Warship Race Redux
Post by: marcussmythe on 17 March 2020, 08:33:26
Edited first post with updated info.  Will continue to do so as further details are worked out.

If anyone interested would post what powers they are interested, in descending order.  First come first served (I went ahead and let TT claim the Marians, as he had them before and I dont expect a lot of competition for the job).
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 19 March 2020, 17:19:58
I’m following: I enjoyed the first one immensely.
Title: Re: Warship Race Redux
Post by: Smegish on 19 March 2020, 17:24:08
Don't suppose we could convince you to play Tyler?
Title: Re: Warship Race Redux
Post by: marcussmythe on 19 March 2020, 17:31:47
If we have players that want them, we could definitely do UHC and Rasalhague as playable - though Rasalhague would be a hard start, as historically they fall to the DC within the next 20 years and are already hurting.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 19 March 2020, 17:33:29
... ugh I’d love to but I wouldn’t be able to commit fully to it. Honestly you’d be waiting for my posts forever: I’m not reliable lol and I wouldn’t want to impact the overall story.


I MAY... just MAY consider taking one of the smaller factions... but don’t count me on it ATM.
Title: Re: Warship Race Redux
Post by: marcussmythe on 19 March 2020, 17:38:35
As you wish, and I respect your knowledge of your time available.  I think you overestimate the player workload, though.  It looks scary on the surface, but it rarely took me more than an hour to process a turn unless I was having waaaay too much fun desiging ships or writing fluff.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 19 March 2020, 18:08:34
Put me as a tentative for Rasalhague... time to do some negotiating 
Title: Re: Warship Race Redux
Post by: marcussmythe on 20 March 2020, 09:29:46
OP updated with game state+rules spreadsheet (including starting positions and budgets) as well as starting map.
Title: Re: Warship Race Redux
Post by: Jester Motley on 20 March 2020, 23:13:07
I'm game, if y'all will have me.

I'll take any great house except the DC.  A very slight pref to FedSuns, but if someone wants to play them, I'm happy to try other houses out for size.

If I'm CC again, I've got to have some form of starting parity, somehow.  Hell, if I'm running anyone, parity please, not having it burned me out last time, and the reason I just gave up caring.
Title: Re: Warship Race Redux
Post by: Smegish on 21 March 2020, 00:33:40
Budgets for the Big 5 are alot closer out of the starting gate then previously.

And with none of the Great Houses called for just yet, you are free to take your pick.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 21 March 2020, 17:23:37
Question as I read the notes/Google Doc.

For starting standard weapons I see only a handful of the hints: AC 2’s, 5’s and MG’s. Should Lasers (basic and prototype) as well as LRM’s be on the list?

Also are we going to backdate certain weapons like RL’s, Vehicular Grenade Launchers, Recon Camera’s, etc? Things that plausibly should have existed in some form or another?

Typing from phone currently I’ll edit it later to reflect more solid ideas on such items.
Title: Re: Warship Race Redux
Post by: Smegish on 21 March 2020, 18:56:32
Huh... you're right about the lasers and LRMs... don't know how we got that wrong last game... we also shouldn't have AR-10s yet.

And yes, RLs, Vehicular Grenade Launchers and the kind of stuff that should be pre- or early spaceflight will be allowed, though they are useless on a Warship so are unlikely to have much in-game effect.
Title: Re: Warship Race Redux
Post by: marcussmythe on 21 March 2020, 19:13:50
Good catch, Tyler, and thank you.  Smegish has straightened the sheets out - and thank you for that.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 21 March 2020, 20:05:00
I've never done this before, but I am willing to try this out considering I now have a ton of free time. I'll play the FWL.
Title: Re: Warship Race Redux
Post by: marcussmythe on 21 March 2020, 22:09:08
Ill put you down for FWL, and welcome aboard!

Ill also note that Jester is tentatively Davion.

Though some details are different, I encourage everyone to look at some turns from the last game, go over the spreadsheets and fire off any questions they have or point out other stuff weve overlooked.

My intent is once weve got a few more players to start the ball rolling.  I figure keep all discussion here, and start a new thread that is -only- for players posting their turns and the GMs posting turn results.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 21 March 2020, 23:37:19
Where was the list  of what Shipyards can produce at what rate? Trying to copy all the rules to my home computer in a file
Title: Re: Warship Race Redux
Post by: Smegish on 22 March 2020, 00:12:49
Construction rates will be the same as last game, 1 per 5 years (2 a turn) for any size ship up to the size of the yard. Each size category giving you 250KT to play with.

Marcus and I considered whether to allow multiple upgrades to the same yard -going from a Size 1 to a 3 in the same turn for example, don't believe we came to a final decision on that.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 22 March 2020, 00:16:00
I'm sure I'm missing something, but is 2 per yard per turn just warships, or also jumpships?

Also, is the technology cost 10m + 10% of the entire states budget or 10m + 10% of the states technology budget?
Title: Re: Warship Race Redux
Post by: marcussmythe on 22 March 2020, 01:03:17
I'm sure I'm missing something, but is 2 per yard per turn just warships, or also jumpships?

Also, is the technology cost 10m + 10% of the entire states budget or 10m + 10% of the states technology budget?

2 per yard per turn for warship (compact core) ships.
5 (I think) for custom jumpships (I dont expect this to get used much)
Generic Unit Jumpships are built in civilian yards, and do not require the navies yardspace.

You may research 1 new tech per category per turn, maximum, and it must be one of the first three unresearched techs in that category. 

Each tech researched costs a flat 10B, with the reduction for other powers that already have it, as well as an additional 10% of the Naval Budget.  Thus the TH with its 750B budget will pay 85B to bring a new technology to use in its navy, and the typical house with a 300B budget will pay 40B

This 10% is best thought of as all the -other- work necessary to get a new technology from ‘we can build one in the lab’ to ‘this is in mass production, installed on ships, can be maintained, and weve worked out doctrine to use it successfully’.  The reason its a % is because larger navies need to do these things for larger numbers of ships and yards and personell, and to keep larger powers from running away with a tech advantage.

My anticipation is that people will tend to buy 1 per turn, more or less, which puts us to about 2750 tech by about 2750 - but nothing keeps a nation from overheating its RnD budget and buying 3 a turn - this would make for a smaller, but after a few turns, very high tech, fleet.

A note on maintenance - and I may need to clarify this on the spreadsheet - paying listed maintenance is the default for normal performance.  You can overpay to represent improved readiness, training, skill, and maintenance - though past an additional 1.1 or 1.2 multiplier, your looking at diminishing returns.  Similarly, you can cut budget, but less than .8 it goes from ‘some problems’ to ‘massive problems’.  At 0%, a ship is laid up in mothballs, against future need, but not crewed and wont be useable until it starts getting paid for again (next turn, unless you say you want to call them up in emergencies on a rush basis, and set aside money or note a willingness to go into debt to make it so)

Debt:  You can spend over your budget.  This debt, like any excess, carries over from turn to turn.  Debt will accurue interest.  (Credit does not!  Beware too large reserves - beyond a certain point the government may decide if you dont need to spend it, they dont need to give it to you... this is also very appropriate to real world budgeting.  ;)
Title: Re: Warship Race Redux
Post by: VensersRevenge on 22 March 2020, 02:01:02
Great! Thanks for the replies!
Title: Re: Warship Race Redux
Post by: truetanker on 22 March 2020, 10:17:16
Wait... what's 10% of 50B again... :))

And great, there goes the Pukple Byrd again...  hi neighbor! * waves at the FWL as the MHF braces for it *

TT
( In good fashion, I want to get a rivalry started,  like a kid brother poking a sleeping dog thar you told not too...  8) )
Title: Re: Warship Race Redux
Post by: Smegish on 22 March 2020, 17:17:04
To give an idea of what the maintenance costs are going to be like, the Terran Hegemony Navy has about $177B left after paying maintenance for their fleet.

Thats a big drop from $750B, but they do have a substantial fleet right out of the gate
Title: Re: Warship Race Redux
Post by: VensersRevenge on 22 March 2020, 17:41:10
Is it possible to increase the naval budget from colonizing new planets, conquering other worlds, or changes in government priorities?
Title: Re: Warship Race Redux
Post by: Smegish on 22 March 2020, 18:13:50
Naval Budgets will increase over time as worlds are colonized and developed, conquered and such.

 A lot of worlds on the map are actually empty at this time, but editing them out of the map ( and remembering to put them back) was deemed too much of a headache.
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 March 2020, 09:30:29
Is it possible to increase the naval budget from colonizing new planets, conquering other worlds, or changes in government priorities?

Some thoughts here - and this probably wont be modeled 'behind the scenes' in great detail, this isnt an economics simulator we are running, nor is it a 4X where every turn is a 'build a warship or build more factories' decision.

Core economies will grow over time, and thus the production base. The nation states get more integrated and functional, and population and industry will climb.  They wont climb as fast as you might think, because most worlds are marginal for human habitation (compared to Earth), and because technology is largely plateaued by 2350 - its slow growth and refinement, not Moore's Law.

As economies grow, the pie available for the navy also grows.  This will be influenced by conflict and the expectation of conflict, enhanced by gained territory, lost through commerce raiding, lost territory, and economic damages, and the attitudes and focus of leadership. 

Finally, theres a certain 'leveling' 'keeping up with the Jones' effect - consider that the mercantile powerhouse FWL and industrial focused LC were not the leading lights of the IS militaries, despite their economic strengths - the militarism and military focused FS, strongly authoritarian and even MORE militarily focused DC, and the 'directed economy CC all punched well above their economic weight - and any nation falling ~or perceived as falling~ behind in naval matters compared to its neighbors will tend to ramp up spending in exchange...  consider the nonsensical but effective phrase 'Cruiser Gap' or Churchills wry comment about the Dreadnought Race...  "The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."

So, your not in charge of the economy, or of colonization efforts - but that doesnt mean you have NO levers.  A navy that is well designed for commerce protection, emergency response, colonization support, emergency response, etc. would tend to help the budget grow (howsoever slightly, but small amounts add up in the long run) and also 'looks better' to your politicians than a wall of battle that eats the whole budget and never gets used.  Of course, if your building hospital ships, colony ships, recharge stations, and the like, and ignoring that wall of battle - well, youll feel a little silly when your neighbor eats a dozen planets or sends his battle fleet to burn all the orbital infrastructure they can grab.
Title: Re: Warship Race Redux
Post by: Smegish on 24 March 2020, 00:41:39
And we're off!

Gentlemen, you have until April 10th (Good Friday) to get your turn reports and any other opening fluff pieces like Fleet Doctrine and such out there, then Marcus and I will do our best to get the turn resolved over the following week. After turn one we will try for 2 weeks for players to post turns, followed by a week for GMs to resolve it all.

Will be a bit more info on background stuff like your Fearless Leader and their possible effect on your budget and their likelihood of declaring war on the Terrans coming, when we finalize the details.

Get cracking folks!
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 24 March 2020, 01:21:08
Lol I was gonna PM a rough draft .... guess I’ll have to put more work in... or both run it by the two of you to see if it’s up to par.
Title: Re: Warship Race Redux
Post by: Smegish on 24 March 2020, 03:06:54
Can post a rough draft here, and we can point out any issues that need correcting. Lord knows I had to change my turns a time or two.
Title: Re: Warship Race Redux
Post by: marcussmythe on 24 March 2020, 08:16:15
What do yall think about us starting up a 'Game' Thread, with just essential information, for posting turns, with the current game state at the top, and a link to this, keeping this as the discussion thread?  Smegish, do you want to be Mr. Posts The Turns, or shall I?

Also, putting a 'sample' turn below - take it as a rough draft of Terran Hegemony Turn 1

Notes:
The THN is coming off an extended period of conflict where they expanded and took control of the surrounding worlds over the last half century.  As such, they have a large navy of often aging ships, and a small budget relative to the navy.

For this end, they didnt build any new ships this turn, or other assets that cost maintenance - their maintenance consumes most of their budget.  One yard at Terra went to Class 5, with a sequence of other yards being built up to keep the other yards constant.

The THN would like to be a research heavy power, but their budget limits them to 1 tech.  SRM technology is chosen, not because it has huge naval advantages (it doesnt), but because the THN has space supremacy, absolutely, but making life easier for the ground-pounders is always good.

The budget ends up running a slight deficit, but given the total size of their economy, 3B is budget dust.

I started out tracking the total value of warships and other assets so Id have a handy placeholder to figure maintenance cost from.  Expanded that to tracking the value of shipyards (assuming full price had been paid for them), and then looking at total asset value, because I think that will give us a good picture of the value of the navy overall.


Code: [Select]
Terran Hegemony, Turn Beginning 2350 Value/Cost
Starting Funds: 0
Starting Shipyards: Terra: 2/2/2/2 1,140B
Keid:  2/2/1/1
Thorin: 1/1/1
Terra Firma: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Starting Warships:  BB Dreadnought x 6 48.618B
BC Black Lion x 12 84.084B
TT Dart x 13 149.870B
CA Cruiser x 27 201.420B
DD Lola x 24 159.696B
SC Bonaventure x 42 211.512B
PF Vigilant x 33 133.552B

Starting Jumpships:  80 40B
Starting Dropships:  300 (Light) 30B
Starting Small Craft 1,200 12B
Starting Fighters: 3000 15B
Assets: 2,286B


Expenditure Cost (Billions)
Budget: 750B
Maintenance (Standard):         573B
R&D:  SRM Launcher 85B
Upgrade Terra Yard 4->5         50B
Upgrade Terra Yard 3->4         20B
Upgrade Terra Yard 2->3         15B
Upgrade Terra Yard 1->2         10B
New Yard Terra, lvl 1 5B
Jumpship Production: 0
Dropship Production: 0
Small Craft: 0
Fighters: 0
Total: 753B
Remainder: -3B (Debit)


Terran Hegemony, Turn Ending 2360
Ending Funds:  -3B
Ending Shipyards: Terra: 2/2/2/2/1 1,290B
Keid:  2/2/1/1
Thorin: 1/1/1
Terra Firma: 1/1/1
New Earth: 1/1/1
Yorii:  1/1/1
Graham IV 1/1/1

Ending Warships:  BB Dreadnought x 6 48.618B
BC Black Lion x 12 84.084B
TT Dart x 13 149.870B
CA Cruiser x 27 201.420B
DD Lola x 24 159.696B
SC Bonaventure x 42 211.512B
PF Vigilant x 33 133.552B

Ending Jumpships:  80 40B
Ending Dropships:  300 (Light) 30B
Ending Small Craft 1,200 12B
Ending Fighters: 3000 15B
Assets: 2,436B
Title: Re: Warship Race Redux
Post by: marcussmythe on 24 March 2020, 11:25:17
Just a clarification - the fact that we've called 'this is enough people to get started' doesnt mean doors are closed - quite the opposite.  Id love to see players for the remaining 3 Great Houses and as many of the P powers as people are interested in, because the more players involved, I feel the more interesting it gets.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 24 March 2020, 17:47:15
Game thread for sure: that way we can keep this thread for questions, comments, rules, etc. Open the other in the Fan Fiction area I’d say?
Title: Re: Warship Race Redux
Post by: Smegish on 24 March 2020, 18:26:37
Mods have been picky in the past about designs being posted outside the correct forum page, so will make the new thread in Aero beside this one, when either myself or Marcus is at home and can type easier.
Title: Re: Warship Race Redux
Post by: Jester Motley on 25 March 2020, 23:42:31
Trying to remember all the rules we operated under last time...

As I recall, there was a premium paid for new designs, 1.5x? for a new ship design, and then you paid for new hulls at the normal rate?  Is that still in effect?  Does that make sense for the 1st turn to not have at least some existing designs?  These navies aren't coming from a vacuum?

Are we worrying about/designing stations or abstracting them out somehow?  I'd prefer jump v. defense, and have them be generic like dropships and fighters, but people really seemed to enjoy designing them previously.  If so, do they also have the prototyping/design cost bump? 

I see some "as stratops" but I don't have that book(?) memorized, is there a page ref we can get, or a rule quote so I don't have to search or look it up each time I forget what it means?

I saw the question, but no answer yet, can a shipyard be double increased in a turn?  ie, going from class 1 to class 3 in one turn?  Is it possible to move existing shipyards at all?  (that q should have been asked last game, but I failed to do so)

Fleet train- If we have dedicated, or semi-dedicated fleet train ships, will they change how low-cargo ships can be used/behave?  For instance, if I have 10 BBs with 1% cargo, and 1 fleet tender with 50% cargo, is that the equivelent of 10 BBs with 6% cargo?  What about having jumpships and dropships devoted to fleet tender?

Can we have a definitive list of "missions" the navies will be expected to handle to some extent?  If nothing else, so that any doctrine written covers the bases?  I'd hate to write a few pages of doctrine, only to forget one specific mission, and have "default" behavior applied.  To prevent a situation such as:  "Anti-piracy= no mercy."  "you kill a bunch of 'legit' privateers and the world frowns on you."

How will intel/espionage be handled?  BuINT/NAVINT is a serious and specific line item on navy budgets for a reason.  Not just stealing tech, but ship deployments or refits, ship status, locations, corruptable leaders to get an advantage, knowledge of and therefor possible predictability or flaws in leadership, etc.

Should tech research be guaranteed?  Pay x, get x?   That seems unrealistic to me, though nice and predictable to the gamer in me.  In addition, is the reduction enough when others have it?  A bill here, a bill there, is essentially meaningless when you're talking percents of budgets.  And while "doctrine and retooling" makes sense, when others have found the flaws in the system for you, the cost to adopt a new system is less.  85 bill to adopt, vs. 83, isn't significant.  85 v. say 76 for AC/10s is significant but not overwhelming.

Doctrine-  What are you looking for.  I, unfortunately, did not serve in the navy and thus do not have a pre-existing set of skills and knowledge to know what essential points to bring up and determine when laying out a fleet's doctrine.  Do I need to state a stance on piracy/commerce protection, given that's a navy's primary role in peacetime?  Relief service/disaster response?  etc?  I want to make sure that I cover all needed information, so the GMs know without a doubt what the navy's intentions are, spirit and letter.  There were several times where things happened, and I said to myself, "thats not how my navy would have done things."  I want to avoid that.

That's what I have right now.
Title: Re: Warship Race Redux
Post by: Smegish on 26 March 2020, 02:47:57
Will do my best to answer these, may need further discussion with marcus for a few of them however.

Trying to remember all the rules we operated under last time...

As I recall, there was a premium paid for new designs, 1.5x? for a new ship design, and then you paid for new hulls at the normal rate?  Is that still in effect?  Does that make sense for the 1st turn to not have at least some existing designs?  These navies aren't coming from a vacuum?

Extra cost for new designs have been reduced to 25% for an all new hull, 10% extra for a variant of that hull. That cost is for teh first ship of a given class as before. We considered having a Generic Primitive Core ship available to all off the start but went with a clean slate across the board instead.
 
Are we worrying about/designing stations or abstracting them out somehow?  I'd prefer jump v. defense, and have them be generic like dropships and fighters, but people really seemed to enjoy designing them previously.  If so, do they also have the prototyping/design cost bump?

Marcus and I have been designing stations, and they do have the prototype cost like a WarShip. For those that have no interest in doing so, I personally have no issue with you skipping the design phase and simply using a Capellan knock-off of an existing station with a new name, which reminds me I have to post the DC's recharge station...

I see some "as stratops" but I don't have that book(?) memorized, is there a page ref we can get, or a rule quote so I don't have to search or look it up each time I forget what it means?

If you mean the Ship costs, the spreadsheet takes care of that math for you, simply round to the nearest million. If you mean the Advanced Aero Range Table I would rather not quote the whole table verbatim on the forum for fear of mod smiting, but it can be found on Page 115 of Strategic Ops. If you mean some other point please specifiy.

I saw the question, but no answer yet, can a shipyard be double increased in a turn?  ie, going from class 1 to class 3 in one turn?  Is it possible to move existing shipyards at all?  (that q should have been asked last game, but I failed to do so)

Shipyards cannot be increased more than 1 level at a time, though upgrading them does not prevent them being used for ship construction. To be honest moving yards had not occurred to me, will have to get back to you on that one.

Fleet train- If we have dedicated, or semi-dedicated fleet train ships, will they change how low-cargo ships can be used/behave?  For instance, if I have 10 BBs with 1% cargo, and 1 fleet tender with 50% cargo, is that the equivelent of 10 BBs with 6% cargo?  What about having jumpships and dropships devoted to fleet tender?

Having fleet tenders will certainly help those low cargo % ships, naturally at the risk of being destroyed and potentially leaving part of your fleet in enemy territory without adequate supplies. Jumpships and Dropships will help with this, each Small Dropship (only size available at this time) adds about 3kt of cargo.

In your example, assuming the ships are all the same weight (including the tender), they would be 10 BBs and 1 non-combatant with a hair under 6% cargo. The tender needs some supplies for itself after all.


Can we have a definitive list of "missions" the navies will be expected to handle to some extent?  If nothing else, so that any doctrine written covers the bases?  I'd hate to write a few pages of doctrine, only to forget one specific mission, and have "default" behavior applied.  To prevent a situation such as:  "Anti-piracy= no mercy."  "you kill a bunch of 'legit' privateers and the world frowns on you."

How will intel/espionage be handled?  BuINT/NAVINT is a serious and specific line item on navy budgets for a reason.  Not just stealing tech, but ship deployments or refits, ship status, locations, corruptable leaders to get an advantage, knowledge of and therefor possible predictability or flaws in leadership, etc.

Should tech research be guaranteed?  Pay x, get x?   That seems unrealistic to me, though nice and predictable to the gamer in me.  In addition, is the reduction enough when others have it?  A bill here, a bill there, is essentially meaningless when you're talking percents of budgets.  And while "doctrine and retooling" makes sense, when others have found the flaws in the system for you, the cost to adopt a new system is less.  85 bill to adopt, vs. 83, isn't significant.  85 v. say 76 for AC/10s is significant but not overwhelming.

Doctrine-  What are you looking for.  I, unfortunately, did not serve in the navy and thus do not have a pre-existing set of skills and knowledge to know what essential points to bring up and determine when laying out a fleet's doctrine.  Do I need to state a stance on piracy/commerce protection, given that's a navy's primary role in peacetime?  Relief service/disaster response?  etc?  I want to make sure that I cover all needed information, so the GMs know without a doubt what the navy's intentions are, spirit and letter.  There were several times where things happened, and I said to myself, "thats not how my navy would have done things."  I want to avoid that.

That's what I have right now.

Marcus may need to field these ones, I can picture answers in my head but finding the words are escaping me at the moment.
Hope I helped, and welcome back.
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 March 2020, 04:58:15
1.)  Doctrine kinda merges with missions, so probably best to run with those two together.  The big ones I can think of:
Commerce Raiding
Commerce Protection
Anti Piracy (see also Commerce Protection)
‘Presence’, flag-showing
Colonization Support (from deliver to relief)
Invasion Support
Invasion Defense
Anti-Shipping (Go blow up their navy)

Im forgetting some, but thats all that appears to mind.  My thoughts would be to have a -blanket- statement, such as ‘Fleet in Being’ or ‘Decisive Battle’ or ‘Commerce Raiding’ or what you will, then more detailed policy statements as need be for narrow areas.  Maybe some notes about risk aversion vs mission importance.  That sort of stuff.

Now, nothing but an act of god will result in front line commanders successfully executing ‘do what I mean’ instruction, much to the sorrow of every leader of every large organization since time began.  But having a broad, simple, clear doctrine will help.

RE:  Tech Slosh - How do we feel about ‘-1B and -1% for every other power that has been in possession for at least two turns, to a minimum of 5B and 5%’  That is to say if CC and FWL both research PPCs on Turn 1, and DC and TH on turn 2, then beginning turn 3 the FS may have them for 8B and 8%, and on turn 4 they may do so for 6B and 6%.  Not perfect, but enough to be going on with.

RE:  Espionage/Intel - Im open to suggestions.  Weve already got tech-stealing baked into the tech rules.  What do you want it to do, and how do you think that should be implemented?  A budget line for ‘extra spending on tricksy stuff’ in the hopes of favorable scenario generation?  Something else?

RE: Moving Yards.  I suggest you can tear down and rebuild a yard for half the build price, IE 5B for a size 1, 15B to move a size 2, 30B to move a size 3, etc.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 26 March 2020, 07:04:29
Random question for small craft/fighters: I’m working with MML and StratOps: is it common to have like 1/4 to a 1/3 percentage of a fighters mass be dedicated to armor?

Designing a 30 to fighter max armor seems to be like 10 tons of standard, and a 100 ton fighter it’s like 30 tons. Are canon fighters just that poorly armored? Or am I just not putting enough guns/engines lol
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 March 2020, 07:20:15
Random question for small craft/fighters: I’m working with MML and StratOps: is it common to have like 1/4 to a 1/3 percentage of a fighters mass be dedicated to armor?

Designing a 30 to fighter max armor seems to be like 10 tons of standard, and a 100 ton fighter it’s like 30 tons. Are canon fighters just that poorly armored? Or am I just not putting enough guns/engines lol

1.)  Design what you like and what your sense of Aerospace and your nations doctrine suggests.  Remember that for purposes of our game, fighters are GENERIC, your individual designs for your nation are for purposes of your own satisfaction.  I agree, most canon fighters are lightly armored for the modern game, but some of that is an artifact of them coming up under different rules.

2.)  I personally, when designing ASFs, look at how much mass I have left to split between armor and weapons, and then split that mass with some lean to weapons (the reason for this is that doubling a fighter's armor does not reliably double its lifespan - critical hits are a thing).  Of course, intended mission will influence that.  If a fighters only job is to salvo a bunch of long range missiles and go home quickly, it needs less armor.  Etc.
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 March 2020, 07:24:07
A few things I missed:

1.)  There is a RnD cost (25% base, 10% variant) for stations, though it should never be large.
2.)  Starting fleets were considered, but declined, due to workload and wanting players to have freedom.  The THN has a starting fleet, because they started this race, and they are NPCs with really bad designs and strict staff control, so Im not worried about them abusing their position. 
3.)  After looking at costs and possibilities, Im going to add a tech in one of the blank RnD Spaces that removes the limit of one stage upgrade per turn and cuts yard costs in half.
Title: Re: Warship Race Redux
Post by: Smegish on 26 March 2020, 15:20:58
20% appears to be the recommended minimum for armour. You can of course go higher but it eats into warload, engine and fuel space.
Title: Re: Warship Race Redux
Post by: Jester Motley on 27 March 2020, 22:09:59
I'm going to post my turn here, now.  I can move it if we get a thread.

I'll add doctrine here when I get it written up.  The quick and dirty is "Anti-Piracy, Commerce protection is the primary goal of the Navy in peacetime.  In war, the primary goal of the Navy is force projection, commerce protection, and commerce raiding." 

EDIT:  Not sure why, design spreadsheet isn't displaying fighters/small craft/cargo in the pretty print section for me, will fix those and edit this post when I do.

EDIT2:  Moved turn post to turn thread.  yay!  Also, added fighters/small craft/cargo, fixed the fuel situation for the Hornet class that was doing its best impression of a station, poorly.  Annnnd fixed the costs on my spreadsheet to reflect the design cost/prototype reduction from Al's previous +100%, to the new +25%.  MONEY!  TO SPEND!

I like money.


EDIT3: I updated the spreadsheet too, to help y'all GMs with the work load.  Let me know if I shouldn't do that in the future.  Doctrine was added, humor was attempted, should have everything a growing fleet needs at this point.  I believe I pointed out where I saw flaws, treat that as "the admiralty believes those are our flaws" and I can't wait to see what flaws those hide-bound greyhairs missed.
Title: Re: Warship Race Redux
Post by: Smegish on 28 March 2020, 16:52:32

Not sure why, design spreadsheet isn't displaying fighters/small craft/cargo in the pretty print section for me, will fix those and edit this post when I do.

EDIT2:  Moved turn post to turn thread.  yay!  Also, added fighters/small craft/cargo, fixed the fuel situation for the Hornet class that was doing its best impression of a station, poorly.  Annnnd fixed the costs on my spreadsheet to reflect the design cost/prototype reduction from Al's previous +100%, to the new +25%.  MONEY!  TO SPEND!

I like money.


EDIT3: I updated the spreadsheet too, to help y'all GMs with the work load.  Let me know if I shouldn't do that in the future.  Doctrine was added, humor was attempted, should have everything a growing fleet needs at this point.  I believe I pointed out where I saw flaws, treat that as "the admiralty believes those are our flaws" and I can't wait to see what flaws those hide-bound greyhairs missed.

Yeah, the printout page of the spreadsheet has never shown SC/ASF/Cargo for me either, have always had to add it manually after.

I still see your light carrier as having no fuel...

Would prefer if players didn't update their own page on the spreadsheet tbh, but is fine for this turn.

You've given us something to work with without writing us into a corner with your doctrine. Still a few holes I see that your High Command did not...

EDIT: Also curious: how is the Terrier being resupplied with no collar and no SC bays?
Title: Re: Warship Race Redux
Post by: Jester Motley on 28 March 2020, 18:56:07
I won't update the spreadsheet further.  I use a highly customized/modified version, but the ship details are all manual and aligned with Al's previous one, so it was easy to copy over that bulk info, and thought I'd be helpful since typing all that in for each player is gonna get old if they have lots of designs like me.

I updated the Hornet with her fuel changes, and added 2 small craft bays, and 2 bay doors, to the Terrier scout by cutting cargo to 5% exactly.  Never considered general, non-combat resupply as needing small craft of droppers on the receiving ship as long as someone brings the supplies from ship to the receiving ship, but I'll keep that in mind for now on.

The goal is never to "close all the gaps" but to ensure the GMs know the player (my) intentions given a given scenario, without having to inform/ask the player questions that might "lead them" somehow.  And I fully expect something an idiot's idiot son that somehow got promoted to squad command to take a pair of rapiers into close combat against NAC/40 armed ships.  Like I said, it should give you an idea how competent captains/admirals in normal scenarios are trained to fight in the AFFS.  And how the admiralty views their job, at this time.

Looking forward to what happens with these designs/warships.
Title: Re: Warship Race Redux
Post by: Smegish on 28 March 2020, 19:09:56
another minor note for the Hornet, don't know if you did this on purpose or not: It is very light on fuel, and ammo for the small guns. 20 rounds per MG is going to last about 3-4 missile volleys. If this is one of those 'Unknown In Character Issues' then carry on, but thought I'd voice a concern.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 29 March 2020, 00:21:35
Question on tech: "You can only research any of the top three you do not own in a category".

I cannot research LF Batteries (Advancement) until I've researched two techs from above it: is that correct?

EDIT: Question 2. My story open is going to revolve around my new admiral firing the old one for gross incompetence (eventual execution etc). Can we go into debt? I feel this was brought up I just cant find it. Approx. cost 9 Billion: which I assume would get removed from my total for the next cycle?
Title: Re: Warship Race Redux
Post by: Smegish on 29 March 2020, 00:32:58
That is correct.
Title: Re: Warship Race Redux
Post by: Jester Motley on 29 March 2020, 13:09:07
another minor note for the Hornet, don't know if you did this on purpose or not: It is very light on fuel, and ammo for the small guns. 20 rounds per MG is going to last about 3-4 missile volleys. If this is one of those 'Unknown In Character Issues' then carry on, but thought I'd voice a concern.

By in-universe design, her anti-missile capability is primarily small craft.  Her anti-fighter capability is fighters.  Her guns are more for if she's in a battle line (where she's going to be hiding in the shadows of Gladiuses... gladii? gladiusesi?  real line ships) and has to deal with leakers, or surprised while her squadrons are out of range, she has something.  In that same vein she's not maneuvering in combat to engage at range, or counter moving to T, etc, any movements are defensive.  Out of combat, she's a lazy beast who sends her minions to do her bidding, unless she absolutely has to move.

Reality?  The way I designed these ships meant she scrimped somewhere, and for her its on fuel.   Doing that design method makes sure I don't min-max.  Besides, that's what refits are for, move some cargo space around, add a few tons, move a few fighter bays...   And really, "fleet carrier" is an in-uni experiment as it is, since I don't see any such warships until 3050 era, so the chances of getting it "right" the first time out of the gate are slim to none.  So yeah, I'm gonna leave it as is, unless that's a problem like "she can't actually function like that..."  And I expect y'all to abuse the hell out of it and all the flaws in my designs.  My Admiralty is learning.

On a side note, do remember she carries a dropship too, which could carry fuel as an in-universe trench-kludge/greasemonkey-reengineer/Jury-rig, and the fleet has a fleet collier for a reason as well.

Did a quick re-read of the doctrine and realized I left a chunk of a sentence out that rather changes some aspects of the doctrine.  First segment under "Naval Doctrine" clarifies that anti-piracy is high priority, and the other listed activities are secondary priority.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 30 March 2020, 00:04:47
Working on fluff now and double checking my numbers: should have it sent to you guys in a couple of days.
Title: Re: Warship Race Redux
Post by: Smegish on 30 March 2020, 01:19:00
Working on fluff now and double checking my numbers: should have it sent to you guys in a couple of days.

Post it in the In Character thread when you're happy with it.
Title: Re: Warship Race Redux
Post by: kindalas on 30 March 2020, 23:14:41
Are you still accepting players.

I find myself with tons of free time.

And this looks like a ton of fun.
Title: Re: Warship Race Redux
Post by: Smegish on 31 March 2020, 02:32:17
Are you still accepting players.

I find myself with tons of free time.

And this looks like a ton of fun.

Yes we certainly are! Any particular faction in mind? We can either replace the NPC-generated turn for them, or you can take over next turn, though with turn 1 not due till April 10th there is plenty of time for you.
Title: Re: Warship Race Redux
Post by: marcussmythe on 31 March 2020, 09:32:30
Updated first page to list all the powers, and put a link in to the design spreadsheet.
Title: Re: Warship Race Redux
Post by: kindalas on 31 March 2020, 10:05:51
Yes we certainly are! Any particular faction in mind? We can either replace the NPC-generated turn for them, or you can take over next turn, though with turn 1 not due till April 10th there is plenty of time for you.

I'll take the LC and can I go over what you two have done and then adjust things?
Title: Re: Warship Race Redux
Post by: marcussmythe on 31 March 2020, 10:33:50
Ive updated the sheet and front page to show you having LC.  If you want to make changes, feel free to use the NPC turn I did as a template to work from.  I'll leave it up on the In-Character Thread as a resource for you until youve got your own version you want to post, and at that point will either delete it or mark it as no longer canon.  IF you have any questions about what the Lyrans are up to and why you might or might not want to adopt it, feel free to message me!

To be clear - you can do entirely your own turn, adopt the turn I wrote 100%, or anything in between that suits you.

Welcome aboard!
Title: Re: Warship Race Redux
Post by: kindalas on 31 March 2020, 22:13:03
Thanks I'm looking over things now.

I should have enough time to post a turn and to fix any errors before the deadline.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 01 April 2020, 18:15:00
Damn. I've missed this. Is there still room?
Otherwise I of course wish everyone a lot of fun, and am intrigued to see where this is heading this time.
Title: Re: Warship Race Redux
Post by: Hairbear541 on 01 April 2020, 19:25:51
evening gents , since you've opened up the ip about a century early , are the colonist still primarly taurian ex-pats ? if so are they also an offshoot faction of the farlookers as in canon . i see they have 10 js which if following canon would be about 1/4 of all js that the farlookers either owned outright or had a controling interest in . i could see the tc selling some of the old bull run , independence and marathon vessels to them to get rid of the trouble makers from out of their midst . maybe a few disassembled small shipyards to sweeten the pot as they wave bye bye to their thorns in the minus-x .
Title: Re: Warship Race Redux
Post by: Smegish on 01 April 2020, 19:42:08
I understood none of that hairbear541....
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 April 2020, 20:16:01
Damn. I've missed this. Is there still room?
Otherwise I of course wish everyone a lot of fun, and am intrigued to see where this is heading this time.

Of the Major Powers, DC and CC are still unclaimed.  Of the Minors, most are - check the spreadsheet, linked off the first post.

First come first served for choices, just chime in.

Note were keeping discussion/chat here, and using the other thread for turn posting and turn results, to keep it clean.
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 April 2020, 20:18:17
evening gents , since you've opened up the ip about a century early , are the colonist still primarly taurian ex-pats ? if so are they also an offshoot faction of the farlookers as in canon . i see they have 10 js which if following canon would be about 1/4 of all js that the farlookers either owned outright or had a controling interest in . i could see the tc selling some of the old bull run , independence and marathon vessels to them to get rid of the trouble makers from out of their midst . maybe a few disassembled small shipyards to sweeten the pot as they wave bye bye to their thorns in the minus-x .

If you are interested in playing the Illryain Palatinate, Id certainly say that your knowledge is sufficient to let you define them how you will - and even if you dont, that makes sense.

Both the Marian Hegemony and the Palatinate are well before their time - Im generally willing to twist starting conditions to let people have fun.
Title: Re: Warship Race Redux
Post by: Hairbear541 on 01 April 2020, 21:32:34
marcus , as i've already said , if i can get the calc sheet to work for me i would be more than happy to join as one of the periphery realms . till then i'm going to have to sit on the sidelines and dream .
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 April 2020, 21:51:37
marcus , as i've already said , if i can get the calc sheet to work for me i would be more than happy to join as one of the periphery realms . till then i'm going to have to sit on the sidelines and dream .

Ahh, I must have missed where you said that.  Mea Culpa!

If the Google Sheet isnt working for you, I believe Heavy Metal Aero does warships, as does the designer in megamek... and theres at least one other spreadsheet out there.

What error are we hitting with the ‘sheet?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 02 April 2020, 05:15:27
Of the Major Powers, DC and CC are still unclaimed.  Of the Minors, most are - check the spreadsheet, linked off the first post.
Well, last time I wanted to Rimworlds, then got the FWL.
Guess I'll go the other side of the sphere this time and take the DC?
If someone else comes in and strongly demands those, I could of course take the CC, as well.
I'd have to read into everything again.

Do we still have the anemic fuel usage?
Title: Re: Warship Race Redux
Post by: marcussmythe on 02 April 2020, 05:30:22
Well, last time I wanted to Rimworlds, then got the FWL.
Guess I'll go the other side of the sphere this time and take the DC?
If someone else comes in and strongly demands those, I could of course take the CC, as well.
I'd have to read into everything again.

Do we still have the anemic fuel usage?

The Draconis Combine is yours.  Feel free to use the turn Smegish wrote, make up your own, or something else in between.  When your happy with it (or even when you want to post a work in progress), post it over at the IC/Turn posting thread:

https://bg.battletech.com/forums/index.php?topic=68675.0

Fuel Usage is per the standard, published rules.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 02 April 2020, 08:19:08
Fuel use always irked be because it is ridiculously pointless and possibly based on an early misunderstanding.

I'll take a look.
Will take a bit to get into character.  ;D
The DC is occasionally a bit on the intense side, is it not?
Title: Re: Warship Race Redux
Post by: marcussmythe on 02 April 2020, 09:04:58
Fuel use always irked be because it is ridiculously pointless and possibly based on an early misunderstanding.

I'll take a look.
Will take a bit to get into character.  ;D
The DC is occasionally a bit on the intense side, is it not?

I get that, about Fuel, and Lagrange also argued for a change to greater fuel consumption based on real world math.  We elected to not change it, as it would make life very hard for a number of existing designs, and were trying very hard to minimize rule changes to only those absolutely necessary to make it work.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 02 April 2020, 09:52:04
Well, nearly all designs I've seen have sufficient cargo space to store more fuel, and may also benefit from an existing logistics train.
Also, one could assume that engines inherently include enough fuel for a few days of operations. I've always assumed that having the jump core sort of bends spacetime to make exhaust exhibit FLT properties to cause the thrust ratings we see. Ah, nevermind.
Guess I just like logistics. ^^

Do we still have things like non-jump-capable ships?
Title: Re: Warship Race Redux
Post by: marcussmythe on 02 April 2020, 10:38:28
Well, nearly all designs I've seen have sufficient cargo space to store more fuel, and may also benefit from an existing logistics train.
Also, one could assume that engines inherently include enough fuel for a few days of operations. I've always assumed that having the jump core sort of bends spacetime to make exhaust exhibit FLT properties to cause the thrust ratings we see. Ah, nevermind.
Guess I just like logistics. ^^

Do we still have things like non-jump-capable ships?

By 'non-jump-capable', if you mean warships-with-no-core:  No, no monitors, and I dont think we had them last time?  Monitors are generally bad for the rules - their superpowerful in their home system, and superuseless otherwise, and if you say 'Warship Monitor' outloud three times, the Powers That Be close the thread.  Also, we never see them in canon.  :) 

If you mean Droppers and ASF and Small Craft, yes, but remember they are all generic.  If you mean Stations, yes, and you can design your own, but Im not sure they are what you mean by ships.

As regards logistics:  I like them too!  And depending on how far you want a ship to range, and how often you want it to use military power, I still encourage substantial fuel bunkerage.  A long chase in system at high thrust is going to drink fuel like WATER by comparison to puttering around at 1G on your transit drive, and if your planning on doing that long chase as a commerce raider 3 or 5 jumps deep in hostile space... better safe.

Cargo similarly.  If you build a no-cargo ship, your not going far, or if you are you are staying close to a collier or something that can serve as one based on its own cargo space, or youve got a life support string of JS and DS and the like feeding you - and those are vulnerabilities, too.  The more self-sufficient a warship can be, the easier and more resilient ops planning is, and I intend to make this matter. 

Now, that said, if the mission of the "Defender" class BB is that it never goes far from home and always travels with a massive fleet train, then feel free to give Defender a 1% Cargo Fraction and 1000 tons of fuel.  Just understand that youve build a HUGE pile of guns and armor and then greatly limited its utility in the name of slightly more blam, as opposed to giving up some % of your mission load to have a ship that can deploy long distance long duration for whatever use.

Of course, Dropship Collars can stand in for Cargo, but that means your hanging Cargo Droppers off those collars (and not something else), and for right now, small droppers dont carry much cargo.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 03 April 2020, 05:00:03
Yeh. Just having a 2% fuel fraction sounds so anaemic to me.  ;D Should be more like 10%.
I guess we'll stick with not having dropshuttle bays?
Economically speaking, drop collars are still madness.
I think we could actually create Monitors in the last run. It just didn't happen.

My faction is probably not exactly known for taking care of civilians or being overly conservative when it comes to storage, but luckily we're not completely bound to that.  ^-^
We don't have any option to launch debris at our opponents, do we?  ;)
Title: Re: Warship Race Redux
Post by: marcussmythe on 03 April 2020, 05:34:29
Yeh. Just having a 2% fuel fraction sounds so anaemic to me.  ;D Should be more like 10%.
I guess we'll stick with not having dropshuttle bays?
Economically speaking, drop collars are still madness.
I think we could actually create Monitors in the last run. It just didn't happen.

My faction is probably not exactly known for taking care of civilians or being overly conservative when it comes to storage, but luckily we're not completely bound to that.  ^-^
We don't have any option to launch debris at our opponents, do we?  ;)

Im not opposed to allowing dropshuttle bays, but Id like to hear from other people before deciding Y or N.  Ive tended to use groups of smallcraft in a similar fashion.

And its your navy.  Adopt the national character if you wish, or invite it to develop in its own directions!
Title: Re: Warship Race Redux
Post by: Smegish on 03 April 2020, 06:15:02
In the end we decided against monitors in the previous game IIRC.
Title: Re: Warship Race Redux
Post by: marcussmythe on 03 April 2020, 08:40:08
Ive looked at the Dropshuttle Rules.  To summarize them for the reader:
A Dropshuttle Bay costs 150M C-Bills (remember, warships get a final 2x multiplier, so the final cost will climb by 300m)

A Dropshuttle Bay weighs 11,000 tons.

Each Dropshuttle Bay consumes the same amount of space as 2 docking collars would, to the same total limits (1 Collar per 50kt, so 1 DS Bay per 100kt on a warship)

Each Dropshuttle Bay may handle 2 Dropshuttles, each of 5000 tons or less
   - in our game, a small dropship is also 5000 tons.  Thus a Dropshuttle Bay may handle 2 small dropships.

Suggest we ignore the distinction between DropSHIP and DropSHUTTLES for our purposes - small dropships double as small dropshuttles, and may ride on either collars or in bays.  Theres no real cost difference and the only rules differences are a distinction without a difference.

Considering allowing larger Dropshuttle Bays as the larger Dropship technologies get researched.  Say 4x as big and 4x as expensive for the medium version, and 20x as big and 20x as expensive for the large version, if we want to pursue that madness (A Large Dropshuttle Bay would consume 220KT of Space, and cost 3B CBills before modifier - 6 B after!)  It seems to me that once we get larger dropships, the classic collar economics start making more sense.

Thoughts?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 03 April 2020, 12:31:51
I think the main point of dropshuttle bays in the setting is for actual dropships, as combat droppers weren't common then, and they got phased out when drop collars became common. I would assume a ship cannot mount both, but that assumption is not grounded in rules knowledge.
The reason I like them is the cost.
Drop collars are outrageously priced - I just checked a Defender, and replacing its shuttle bays with collars (half the amount of ships, though potentially bigger ones) raises the cost by 2b or so?
Collars make sense for large drop ships.
We've just, in the last game, started and ended in an uncomfortable moment of BT history when large war-navy dropships didn't exist and accounting hadn't been invented yet, and with players having rather limited resources it was just uneconomical to field a large amount of dropships - meanwhile, fighters, which in the historical setting weren't really a thing, reigned supreme due to not having this cost attached (and a lack of modern Flak weaponry, and being able to carry capital missiles half their size).
Also, once reinforced repair bays are researched, you can hold a ship in one of those. Maybe ought to put a limit on those.

I've been writing a whole lot without really participating yet, though, so maybe I should just get on that and then see how my opinion matures.^^

Speaking of which, a question: Once we get to subcapitals, which damage scale will they use?
Title: Re: Warship Race Redux
Post by: marcussmythe on 03 April 2020, 12:55:15
I think the main point of dropshuttle bays in the setting is for actual dropships, as combat droppers weren't common then, and they got phased out when drop collars became common. I would assume a ship cannot mount both, but that assumption is not grounded in rules knowledge.
The reason I like them is the cost.
Drop collars are outrageously priced - I just checked a Defender, and replacing its shuttle bays with collars (half the amount of ships, though potentially bigger ones) raises the cost by 2b or so?
Collars make sense for large drop ships.
We've just, in the last game, started and ended in an uncomfortable moment of BT history when large war-navy dropships didn't exist and accounting hadn't been invented yet, and with players having rather limited resources it was just uneconomical to field a large amount of dropships - meanwhile, fighters, which in the historical setting weren't really a thing, reigned supreme due to not having this cost attached (and a lack of modern Flak weaponry, and being able to carry capital missiles half their size).
Also, once reinforced repair bays are researched, you can hold a ship in one of those. Maybe ought to put a limit on those.

I've been writing a whole lot without really participating yet, though, so maybe I should just get on that and then see how my opinion matures.^^

Speaking of which, a question: Once we get to subcapitals, which damage scale will they use?

1.)  Fighters:  This is why we changed the damage scaling and eliminated the 'house ruled' fighter missiles.  This is no criticism of last game, just a learn by doing.

2.)  Ill burn the reinforced repair bays bridge when I reach it.  My recollection is those things are also monstrously expensive, which would probably keep it under control, and I think have other drawbacks compared to a dedicated launch bay.

3.)  I think I like dropshuttle bays.  I think theyll prove inferior for raw carriage once large droppers are researched, even with LF Batteries... but it gives us options, and lets a warship carry a large unit to the ground without having to rely on orbital drops or small craft to deliver them (small craft vs. dropshuttles vs. dropships for troop deployment is an interesting set of choices, this way.  I like interesting choices)

4.)  Were a week out, but Id encourage people to get their turns in when they can.  If they all come in early, we will start processing turn early.
Title: Re: Warship Race Redux
Post by: sillybrit on 03 April 2020, 16:05:04
Re the cost of DropShuttle bays, it's not just the 150M price of the bay itself, as each bay also counts as 2 docking collars for the purposes of calculating KF drive costs. I can't recall the exact price of a collar, only that it's way under a million, so even accounting for the different unit cost multipliers a DropShuttle bay is going to be more expensive than a couple of collars.
Title: Re: Warship Race Redux
Post by: marcussmythe on 03 April 2020, 17:06:33
Re the cost of DropShuttle bays, it's not just the 150M price of the bay itself, as each bay also counts as 2 docking collars for the purposes of calculating KF drive costs. I can't recall the exact price of a collar, only that it's way under a million, so even accounting for the different unit cost multipliers a DropShuttle bay is going to be more expensive than a couple of collars.

That doesnt match my recollection.  I just got through reading the dropshuttle bay section in tacops and reading the warship cost formula in stratops.  It seemed clear that the things took -hull space- (presumably surface volume) as if they were two docking collars, but nothing about modifying the cost of the KF drive.

Which makes sense.  The whole point of the KF Collar is to extend and shape the KF field around (up to) another 100kt of vessel, and thats the only thing that justifies the ‘we didnt think this one through’ cost of the KF Collar.  A Dropshuttle Bay is just a hole on the side of the ship with a door covering the exit, nothing but a small craft bay writ large - nothing else to extend the KF field around, as its already there...

That said, if I missed something, I missed it - can you point me at the page?
Title: Re: Warship Race Redux
Post by: sillybrit on 03 April 2020, 17:50:38
IO p187:

DropShuttle Bays: Although they are not listed specifically
as “Primitive Prototype” equipment, DropShuttle Bays appear in
the same section, with a listed C-bill cost per each 2-shuttle bay.
Furthermore, each DropShuttle Bay also counts as the equivalent of
two docking collars for K-F Drive cost calculations (see p. 158, SO).
Title: Re: Warship Race Redux
Post by: marcussmythe on 03 April 2020, 18:06:21
Well, Ill be.

1.)  You are absolutely correct.  That rule does in fact say that, and I can only suppose I missed it despite staring right at it because ‘obviously’ putting the large shuttle inside the hull doesnt implicate the KF drive - thats what collar does.  Good catch, mea culpa.

2.)  I'll have to think about if  want to use that rule or not for this game - it doesnt make sense (at all), and it narrows the interesting choices.  I like lots of interesting trade offs in choices, more than one-thing-to-rule-them-all.  Lets see what people think.

((Edited.  I was a bit frustrated at myself for missing something that obvious, and got grumpy))
Title: Re: Warship Race Redux
Post by: Trace Coburn on 04 April 2020, 00:22:38
Yeh. Just having a 2% fuel fraction sounds so anaemic to me.  ;D Should be more like 10%.

  For whatever it’s worth, the last iteration of this game prompted me to try starting my own over on SpaceBattles.  It never got off the ground for various RL reasons, but I’ve sketched out some alternate rules for tech development, including fuel-efficiency of transit drives.

Quote from: Rule the Stars Capital Construction rules (WIP)
      1 Thrust Point = 1 Thrust (0.5g) sustained for 2 minutes (1 turn).  WarShips/JumpShips allocate fuel by mass-percentage, 0.01% of mass (0.0001 × Mass) being 30 Thrust Points (1 burn-hour) at Efficiency 1, or 3,000 Thrust Points per 1% fuel-fraction.
      (Note that transit-time from Earth to its zenith/nadir points is 9.1 days at 1g (i.e. 2 Thrust), or 13,104 points of fuel, requiring a fuel-fraction of 4.4% at Fuel Efficiency 1!  Similarly, recharging a jump-drive from a fusion powerplant requires 150 burn-hours (at 0.5g), i.e. 4500 Thrust Points, or a fuel-fraction of 0.15% at Efficiency 1.  Some rarer star-systems have habitable planets so far from the system-primary that the transit times are longer than 100 days, requiring fuel-fractions exceeding 20% at Efficiency 1, and so probably can’t be visited or settled until drive-efficiencies improve.)
      (Space stations expend 1 Thrust Point per hour of operation.)

  Note that in my rule-set, there’s no ‘tons/burn-day’ station-keeping/recharge-mode, and that Fuel Efficiency 1 is only for ‘legacy’ ships built pre-2300; anything the players built new after that point would enjoy, at the least, Fuel Efficiency 2 (4,500 Thrust Points per 1% fuel-fraction).  I was trying to create an ‘echo’ of the shift between coal-fired powerplants and oil-burning boilers, and the early steam-age’s emphasis on far-flung outposts where your fleets could replenish their fuel-bunkers.  (Tech-developments in later turns would’ve seen the possibility of some factions achieving Efficiency 3 or even Efficiency 4!)

  Again, FWIW and YMMV.
Title: Re: Warship Race Redux
Post by: marcussmythe on 04 April 2020, 01:45:37
  For whatever it’s worth, the last iteration of this game prompted me to try starting my own over on SpaceBattles.  It never got off the ground for various RL reasons, but I’ve sketched out some alternate rules for tech development, including fuel-efficiency of transit drives.

  Note that in my rule-set, there’s no ‘tons/burn-day’ station-keeping/recharge-mode, and that Fuel Efficiency 1 is only for ‘legacy’ ships built pre-2300; anything the players built new after that point would enjoy, at the least, Fuel Efficiency 2 (4,500 Thrust Points per 1% fuel-fraction).  I was trying to create an ‘echo’ of the shift between coal-fired powerplants and oil-burning boilers, and the early steam-age’s emphasis on far-flung outposts where your fleets could replenish their fuel-bunkers.  (Tech-developments in later turns would’ve seen the possibility of some factions achieving Efficiency 3 or even Efficiency 4!)

  Again, FWIW and YMMV.

Thats... really cool thoughts, and I agree on the ‘cosl v oil v nukes’.  I like the thought you put into it.

Not a change Im inclined to make for this game - I want outputs that ‘make sense’ in the RAW universe, and I think this sort of ‘change the universe’ gives us outputs that are radically different - but if I were reimagining more broadly, Id probably use this.

I hope RL calms down, and if you ever get a hankerin to run (so I can play!), holler.  OTOH, weve still got a House and several P realms open, if you wanna throw your hat in.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 04 April 2020, 06:12:17
Well, guess that makes dropships worthless outside of jumpship operations, then.
I'll mostly stick with the existing starting layout for my faction, but I'll phase collars out again at my earliest convenience.

Though in Universe, collars won't be invented for decades, as will be the K-F Boom.
I wonder if the published pricing assumes Dropships equipped with K-F Booms, as, as marcusscythe said, it makes no sense for it to be that expensive. And where is the border where a ship goes from "free" (currently 200 tons) to "hideously expensive" (everything above, I assume, though I'm not sure)?
Also, didn't the Defender have 20 kT Shuttle Bays?

Regarding the rules transferability to regular RAW, we could always have a conversion process. Extra structure / armour just goes into cargo space, f.Ex.
Title: Re: Warship Race Redux
Post by: marcussmythe on 04 April 2020, 07:12:34
Well, guess that makes dropships worthless outside of jumpship operations, then.
I'll mostly stick with the existing starting layout for my faction, but I'll phase collars out over time

After discussion with Smegish, for purposes of this game, Dropshuttle Bays and non-KF Docking Collars no not implicate the KF Drive and do not increase its cost.

So feel free to build em, Unlimited.
Title: Re: Warship Race Redux
Post by: kindalas on 04 April 2020, 13:01:48
I just updated the IC thread with the revised Lyran Navy information.

I hope I got it right.

Kindalas
Title: Re: Warship Race Redux
Post by: marcussmythe on 04 April 2020, 13:35:40
Looks good!

I do have a few questions?

1.)  Your raider has no cargo - I see your aware of this, and have chosen it as an imperfection.  The GMs smile upon realistic, imperfect ships.  :)

2.)  I notice Heimdallr lost its vehicle carriage, but maintains the 60! small craft.  I had them to carry vehicles to the surface, a la Aliens.  60 small craft seem overkill for carrying down 2000 infantry, but I suppose it can drop 3 regiments in one pass.

3.)  Man, thats a biiig Jumper!  And it nicely illustrates how much cheaper collars are on jumpships (standard or custom) than on Dropships.  Given that you can lift 100 droppers, I suppose you dont need to carry your combat vehicles on the Heimdallr.

4.)  I like the new writing!  We will get the spreadsheet updated - I see you started before we locked it out - we did that to keep it safe, Id hate a random drive-by to delete it!
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 04 April 2020, 14:28:41
Is it not possible to grant selective access?
Title: Re: Warship Race Redux
Post by: marcussmythe on 04 April 2020, 15:31:34
Is it not possible to grant selective access?

I dont speak fluent Google Docs - Smegish is managing that.  In the meantime, Im perfectly happy to move data from posted turns to the spreadsheet for people.
Title: Re: Warship Race Redux
Post by: kindalas on 04 April 2020, 17:28:34
Looks good!

I do have a few questions?

1.)  Your raider has no cargo - I see your aware of this, and have chosen it as an imperfection.  The GMs smile upon realistic, imperfect ships.  :)

2.)  I notice Heimdallr lost its vehicle carriage, but maintains the 60! small craft.  I had them to carry vehicles to the surface, a la Aliens.  60 small craft seem overkill for carrying down 2000 infantry, but I suppose it can drop 3 regiments in one pass.

3.)  Man, thats a biiig Jumper!  And it nicely illustrates how much cheaper collars are on jumpships (standard or custom) than on Dropships.  Given that you can lift 100 droppers, I suppose you dont need to carry your combat vehicles on the Heimdallr.

4.)  I like the new writing!  We will get the spreadsheet updated - I see you started before we locked it out - we did that to keep it safe, Id hate a random drive-by to delete it!

I didn't really see any questions here but I'll try to answer them.


1) short term it'll need a fleet tender, long term I expect a series of refits before the class dies in fire and doesn't get resurrected.

2) That's like 30 marines per small craft. More like 60 with supporting heavy weapons/ECM/point defense platforms. But also that means up 2000 troops to use in boarding actions.

3) I always found Battletech trade numbers to be minuscule so having a jumpship fleet with 10 collars as the default should help keep the economy strong. Same reason why I invested so heavily in mobile recharge stations. Now long chains aren't dependent on the weakest local economy for its links.

4) I think that all of the changes I made to the sheet before locking made it in. The only think that I noticed on review was that I had to cut the R&D for the Fero Aluminium Armor.

Did you want more IC doctrine and tactics notes?

Title: Re: Warship Race Redux
Post by: marcussmythe on 04 April 2020, 17:45:44
RE:  Sheet -

Yeah, on a close reread, all that I had to change was to chop FA.

Doctrine and Tactics:  Put as much in as you want.  Id aim for broad strokes and priorities - are we aggressive?  Defensive?  Are we focused on acheiving the mission at all costs, force preservation over all, or something in between?

Basically, if you enjoy writing it, do so.  It helps inform choices when were processing turns.  If its not your jam, dont, we will just kinda gap with what seems reasonable.
Title: Re: Warship Race Redux
Post by: Smegish on 04 April 2020, 19:11:57
Adjusted the Warship sheet to make the changes to the Dropshuttle bay costs. You now have the choice between light but expensive collars, or bulky but cheaper DS Bays, at least till you can build Droppers over 5Kt. New sheet in opening post.
Title: Re: Warship Race Redux
Post by: Hairbear541 on 05 April 2020, 19:35:43
question to you gents , have any of you thought about using davy crockett  as a special munition for aerospace lrm attacks .  .25 to .75 kt range , really be a bad day for whom ever is on the recieving end .
ps...marcus i think i'm going to have to go without a grav deck on this design .
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 April 2020, 19:43:09
Hairbear - were treating all space combat as if its already nuclear or good enough - because we want warships, not dust clouds.

IDK why your version of the spreadsheet is buggin out over a small Grav Deck... msg me and we can talk through it.
Title: Re: Warship Race Redux
Post by: marcussmythe on 06 April 2020, 07:20:30
Also - Gentle Reminder - we would like to get turns in by the 10th, which is this Friday.  That will give Smegish and I a weekend to start processing.  If you want someone to eyeball before you post it, Im happy to look, or you can put an unofficial version up here before the official version goes in the IC thread  - even the ones in the IC thread should be treated as editable for error correction, etc. up until the end of the day on the 10th.
Title: Re: Warship Race Redux
Post by: kindalas on 06 April 2020, 16:58:54
Quick question.

SRCS is listed as dawn of space flight level tech.

And in the Tech tree Caspar is listed as something we can learn.

Does buying the ECM tech upgrade make the Shielded SRCS available for use?

And minor followup should the Naval C3 be higher tech then Caspar tech since Caspars gain the bennifits of Naval C3.
Title: Re: Warship Race Redux
Post by: marcussmythe on 06 April 2020, 17:09:37
Quick question.

SRCS is listed as dawn of space flight level tech.

And in the Tech tree Caspar is listed as something we can learn.

Does buying the ECM tech upgrade make the Shielded SRCS available for use?

And minor followup should the Naval C3 be higher tech then Caspar tech since Caspars gain the bennifits of Naval C3.

Im putting SRCS on 'open' availability.  Shielded Version going in with Casper - it actually had a ~later YIS Date than Casper, but close enough for government work.

RE:  C3 v Casper - in universe, C3 has a later intro date than Casper.  One presumes its easier to network computers than people?  For now Im going to leave those dates as they stand.
Title: Re: Warship Race Redux
Post by: kindalas on 06 April 2020, 17:15:41
Let me get to my books - will edit answer in.

P146 TO under the ATAC system it mentions NC3 benefits.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 06 April 2020, 17:21:54
Sorry ive been bleh this past week: typing up the turn as we speak it should be finished by tonight.
Title: Re: Warship Race Redux
Post by: marcussmythe on 06 April 2020, 17:42:20
Sorry ive been bleh this past week: typing up the turn as we speak it should be finished by tonight.

Feel better!  Looking forward to seeing it!
Title: Re: Warship Race Redux
Post by: VensersRevenge on 06 April 2020, 17:43:09
My papers took longer than I thought they would. My turn should be up tomorrow.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 06 April 2020, 19:12:03
Well its up: let me know if I did anything wrong: tried to include a bit of RP indicating doctrine, how badly the last guy messed up (my own RP flare because... why not) and why my designs might be a tad off....
Title: Re: Warship Race Redux
Post by: Smegish on 06 April 2020, 19:40:32
I like it. Nice touch with Admiral Corrupt.
Title: Re: Warship Race Redux
Post by: marcussmythe on 06 April 2020, 19:43:53
Well its up: let me know if I did anything wrong: tried to include a bit of RP indicating doctrine, how badly the last guy messed up (my own RP flare because... why not) and why my designs might be a tad off....

The intention had been to use generic fighters, jumpships, and dropships, and focus on the warships.  (The Lyran Heavy Fighter was included for flavor, this may have mislead some people).  That said, on reflection Im not opposed to people designing abd building their own custom craft at every level - just dont expect them to radically outperform their ‘generic’ counterparts on a per cost or per unit basis.  It does give a LOT of flavour, and I promise to try to take the custom designs chosen into account when I process combat - note ‘try’, theres a bunch of you all and everyone will have the same right to custom toys.  Just dont expect them to give you a meaningful edge - noone should be forced to min-max their fighters or droppers to keep up.  Do not feel that you need to ‘roll your own’ JS or DS or Fighter or Tank to get an edge or to stay competitive.

Sound fair to everyone?


Some notes:  I intended Funds to be ‘Funds left over from last turn’ (zero, youll be negative next turn).  Revenue for new income.

Starting assets are -zero-, other than your revenue, the technologies commonly available, and your starting yards.  JS and DS and everything else has to be bought - and remember next turn you have to pay maintenance on it.  (The only navy with starting assets is the TH - they started this race)

Also, check your editing.  You left Lyran Commonwealth in there at least once.

I see the debt.  That... probably wont get you in trouble if its paid off next turn, but if its abused, expect it to have consequences going forward.

Im really enjoying the writing.  Thats what I love most about this stuff.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 06 April 2020, 19:49:03
Theirs a lot more in my head but I tried to keep it PG-13. That and I kinda wanted to put some Scandinavian in somewhere but since I've got  absolutely no knowledge of any of the languages and I didn't want to waste forever on Google Translate i'm skipping most of it.

EDIT: Sorry yes, I just figured as a smaller navy id work a bit with that for initial start up. I might be designing a couple DS in the future but only a pair of fighters from now on: referencing them as just generic staples for the entire fleet. Again my bad.

Second EDIT: Got it Marcus: editing the post now
Title: Re: Warship Race Redux
Post by: Smegish on 06 April 2020, 20:06:03
Also, please round your costs to the nearest Million.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 06 April 2020, 20:09:20
Sorry: On it
Title: Re: Warship Race Redux
Post by: marcussmythe on 06 April 2020, 20:18:28
Theirs a lot more in my head but I tried to keep it PG-13. That and I kinda wanted to put some Scandinavian in somewhere but since I've got  absolutely no knowledge of any of the languages and I didn't want to waste forever on Google Translate i'm skipping most of it.

EDIT: Sorry yes, I just figured as a smaller navy id work a bit with that for initial start up. I might be designing a couple DS in the future but only a pair of fighters from now on: referencing them as just generic staples for the entire fleet. Again my bad.

Second EDIT: Got it Marcus: editing the post now

Given the Forum Rules, PG-13 is assumed.

Im fine with custom everything, I want to encourage fluff and creativity - different navies will have different demands at every level - the US Built Hellcats, the IJN built Zeros, and there are reasons for each.

I just dont want anyone to feel they need to do so to get or keep an edge.

ALSO:  Double check, but it looks like you overcharged yourself for prototypes.  Design and Prototyping work is 25% of the cost of the thing... an 8B Warship costs 2B to design, etc.
Title: Re: Warship Race Redux
Post by: marcussmythe on 06 April 2020, 20:24:26
Also, please round your costs to the nearest Million.

Million?  I always just rounded all fractions up to the nearest billion.  :)
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 06 April 2020, 20:25:17
Yeah I noticed some inconsistencies regarding my numbers.... ill post again when I figured out where I went wrong in my notes. Gotta open like five tabs for the Google Docs, MML, and my posts lol

EDIT: Triple checked... I 'think' I'm good on the numbers now? And that just means 3 billion off my budget next turn! Go me making my life hard for myself!  >:D
But seriously it should be good.
Title: Re: Warship Race Redux
Post by: kindalas on 06 April 2020, 22:03:22
For aerospace fighters, dropships and small craft are we supposed to use the generic vehicle costs for them and to consider our designs to just be fluff?

Because that's how I designed the Shu-3 for the LC.



Title: Re: Warship Race Redux
Post by: Smegish on 07 April 2020, 01:13:25
For aerospace fighters, dropships and small craft are we supposed to use the generic vehicle costs for them and to consider our designs to just be fluff?

Because that's how I designed the Shu-3 for the LC.

Very true, fluff em however you please, but the costs for Aero/Small Craft/DS are as listed on the master sheet. Missed that earlier.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 April 2020, 06:44:36
Looks like I really need to get a small post ready.
In retrospect, I should have maybe taken the CC. They fight so nicely dirty.  ^-^
Sometimes I catch myself thinking "nah, the DC wouldn't do that. Probably." ;D
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 April 2020, 09:46:39
Looks like I really need to get a small post ready.
In retrospect, I should have maybe taken the CC. They fight so nicely dirty.  ^-^
Sometimes I catch myself thinking "nah, the DC wouldn't do that. Probably." ;D

Well, for us here, 'fighting dirty' goes more to design and doctrine - remember, were playing the CNO, not the admiral at the front lines, nor the backstabbing political leader.

Note also the era - the DC in this era only has some of its samurai flavor, compared to later - and they are crazy conquerors with the likes of Kentares in their future.  Their TOS Klingons compared to the TNG Klingons of the 3SW.

The CC, OTOH, is in this era not yet a crazy Chinese Communist Yellow Peril Expy with Stalinist Sidebars - this is the nation that made peace with its other bits in the face of external threats, is reknown for its education, and would produce the leader that pushed for the ares accords.  They should really be science and culture and the like, in these days.
Title: Re: Warship Race Redux
Post by: Jester Motley on 07 April 2020, 15:23:28
At the risk of violating the adage, "Never interrupt your enemy in the process of making a mistake..."

I was perusing many of the ship designs so far submitted and noticed a distinct lacking of escape pods and boats on a number of designs across a number of fleets.  Including one design that appears to have zero.  And a number of those designs are carrying marines.

I know its a small amount of weight (except for troop haulers, but still not much), but I can't help but think that in-universe people would question that?  And I don't see how that's not going to bite someone in the tail at some point, either morale issues, "Sir, um... the marines somehow learned to count with their shoes on, and they've concluded there's 30 lifeboats on the vessel... and 2000 of them.  Um... they're asking questions now and I don't know how to answer them.  And giving them the blue desert crayons isn't calming them down this time."  or a PR nightmare as troops describe attempts to abandon ship...  "Star News Network here, bringing you word from the survivors of the recent battle...  Ship's mate Johnson, I understand you were on the oddly named SS GonnaGoBoom when she suffered a catastrophic warp core breach?"  Johnson: "Warp cores are from holovision!  It was worse, the fusion plant had a cracked bottle and the scuttle charge didn't work.  Captain ordered abandon ship, and we all start running to the pods, but...  There weren't enough!  I saw two officers knife fight over the last slot in a boat.  Sadly for them, I was able to slip in and hit the launch button."

I know 'small craft' sounds like an answer, but if you can't dump all your small craft and fighters in one turn/flush, that doesn't sound like a viable alternative to not enough pods and boats.  Not to mention things like being fueled, ready to launch at a moments notice, having enough bay doors, flight control, etc.

And I'm not sure "casualties mean we don't have to supply for everyone" just doesn't seem like a good comment to make after a disaster without initial casualties...  Like a patrol boat that decided to ram an ice-breaker cruise ship's hull, and sunk itself...  (Seriously, wtf Venezuela... wtf.)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 April 2020, 16:18:02
Ah, yes, the age is a bit different.

I think it'd be nice to have some limited variety in the smaller assets - maybe besides fluff, allowing to maybe have some effect in usage in the more outrageous cases might be interesting.

To take an example far into the future - a player could make the strategic decision to outfit all future interceptors with XXL engines, granting more speed than their competitors at twice the cost.
Maybe we could develop some guidelines that allow players to basically adopt a doctrine that influences their auxiliary forces in some predetermined way.
Another example would be a small craft like the later Würger - get better point defense, lose fighting capability or troop transport space. Of course, the actual equipment on the detailed design still wouldn't matter.
We need a thinking smiley.
Then again, later on, having stats for a factions pocket warship might not be such a stretch. Of course, priority must be to prevent overwork of our erstwhile overlords game masters.

@Jester Motley  Heh. I was actually thinking about that a bit. I usually try to incorporate enough either boats or pods to contain my standard crew, and a fraction of the bay personell (who for some reason don't need berthing).
Though I also assume that when a ship is abandoned, 10% of the crew, give or take, is already dead, and most fighters and combat worthy small craft will have already launched with their regular crew complement.

A further question: Do we still have unlimited structure, and standard pricing for armour? I felt there was little reason to not go all out on at least the latter.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 April 2020, 17:17:57
Were using the ‘normal’ rules for SI, so its still tied to drive.

That said, I find the 150 SI 3/5 Superships less of a ‘given’ now that Im thinking in terms of more than raw combat power - that SI eats up a LOT of your spare tonnage.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 April 2020, 17:33:28
Yes, SI costs tonnage. Though I still think a 100 is absolutely worth it on anything combat-worthy. But Armour? Why would I ever not put on as much as I can support?
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 April 2020, 17:44:04
Yes, SI costs tonnage. Though I still think a 100 is absolutely worth it on anything combat-worthy. But Armour? Why would I ever not put on as much as I can support?

You wouldnt.  While the SI:Armor:Etc. rules could use some rewriting, at some point your not playing a game anyone else recognizes - so Im trying to make sure our ‘outputs’ are both legal, and reasonable.

So slather the armor on, and dont feel bad.
Title: Re: Warship Race Redux
Post by: Smegish on 07 April 2020, 18:07:47
I put a limitation on the SI of NPC ships I designed to 30 + (tonnage/10,000) for personal taste myself, to avoid simply building min/maxed designs right out of the gate.

But that was me as a GM,feel free to ignore that limit yourselves.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 April 2020, 18:18:16
I put a limitation on the SI of NPC ships I designed to 30 + (tonnage/10,000) for personal taste myself, to avoid simply building min/maxed designs right out of the gate.

But that was me as a GM,feel free to ignore that limit yourselves.

Ive flirted with some ‘overSI’ designs... in the 4/6 180 SI range, mostly for giggles.  Mass Fraction is -terrible-, leaving no more than 12% for weapons and cargo - yould likely go near naked on Cargo, and accept the cost of collars and large droppers to hang some huge external cargo bays off of it.  I just cant come up with a mission for it...
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 April 2020, 19:09:25
Well, with armour, we could always go with excessive cost. Or maintenance, whatever sense that'd make. Or raise tonnage, because that will still be a small fraction and could easily be converted to extra cargo on anything converted.
hmm.
Or we could treat each military vessel as having a few points extra whenever you calculate a battle - that'd make the remaining points make less of a difference.

Ah, whatever. I'll start lower than is probably ideal, as well.
It's a roleplay, after all. We don't have screen launchers yet, do we? Always puzzled me how the ability to throw sand out the window was only developed after 6 centuries.  ;D
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 April 2020, 19:50:20
Screen Launchers are 3055, so not in service yet.  I think their deep in the tech table.

And the hard part is not sand.  The hard part is a  mere 10 ton canister of jammers, etc. thats can fill and jam an -entire- battletech space hex persistently for a whole turn. 

The fact that they work at all is probably largely a product of the turn based nature of the game - in universe, yould probably have to cut your drives while relying on the screen, else yould change your vector relative to it and become uncovered very quickly.
Title: Re: Warship Race Redux
Post by: kindalas on 07 April 2020, 20:07:20
At the risk of violating the adage, "Never interrupt your enemy in the process of making a mistake..."

I was perusing many of the ship designs so far submitted and noticed a distinct lacking of escape pods and boats on a number of designs across a number of fleets.  Including one design that appears to have zero.  And a number of those designs are carrying marines.

I know I have a ship that is lacking in escape pods. But it lacks a gravdeck and has steerage class quarters for everyone.

But it has a terrible cargo fraction and it is flawed.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 April 2020, 20:13:09
Interestingly flawed ships are fun.

Its funny - arguably by our standards, such classic ‘monsters’ as Mjolnir or even Leviathan are kinda flawed as general use warships.  Terrifying in power, but tied to a fleet train or a home base.  I just look at them and wonder if (as a CNO) I wouldnt have traded some ‘blam’ for more able-to-be-used.

Of course, the Clan idea of naval war probably has your fleet train as inviolate, not to be engaged, just wagered on the ‘does your warship win or lose’ - so if we look at Leviathan as a way to win trials (and to intimidate people into playing nice), maybe it makes perfect sense for its environment.

Which is an important reminder as well.  Vessels are creatures of their environment, but even an old, outmoded, or sub-optimal warship is still (relative to all things that arent warships!) a massively powerful weapon of war.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 07 April 2020, 20:40:08
My turn has been posted. I think I did all the math and everything right, but I would be happy for it to be double-checked
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 April 2020, 20:45:24
My turn has been posted. I think I did all the math and everything right, but I would be happy for it to be double-checked

I dont see it?
Title: Re: Warship Race Redux
Post by: VensersRevenge on 07 April 2020, 20:49:19
I modified a post, so it's earlier in the thread
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 April 2020, 20:49:58
So you did!  Let me get to reading.

1.)  We dont have AMS yet - its like 7 down a tech tree.  Machine Guns fill that role (though less well) in the early going.  If it helps, think of the Machine Gun mounted in that role as a lower tech system, like a spaceborn cousin of a moder CIWS.

2.)  Can you break out the prototype cost of your ship (25% of build cost) from the production cost?  I may have flat missed it, too...  Im reading on a phone.

3.)  Cost, Mass (I assume 500kt),  Escape Craft (if any), Small Craft (if any) and Grav Decks (if any) are not listed for the Marik class DD. 

4.)  That weapon block is hard to read.  Could you do a simplified version, like:
Nose
2 NAC/10
3 NL/45
2 Barracuda

Front Sides:
2 LRM/20
5 AMS

And so on?  Itll be a lot easier for me to refer to when doing turns.

5.)  Loyalty started with 2 lvl 1 yards.  Your upgrade cost math is right to upgrade your 3 lvl 1s (20 for the first one at loyalty, the  10 each for the second Loyalty and Irian), but your starting game state in post only listed one, which confused me.

6.)  Like the writing, and that will be a generally useful little DD.  Pricey due to all the collars, but you wanted flexible, and that she will be.  I suppose the treasonous shipyard will be an excuse to change the in-character admiral if you decide to.  Or maybe he will try to overthrow the Marik once he gets the navy going?




Title: Re: Warship Race Redux
Post by: kindalas on 07 April 2020, 22:16:15
I thought that we had to dedicate yard space to construct jumpships at 4 per yard, instead of the 2 per yard of the warships.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 April 2020, 22:25:42
Generic Jumpships dont require yard space - your assumed to be buying them from civilian yards.

Custom Jumpers (especially the armed kind) currently do, but can be built twice as fast...  4 per yard per turn.

If you want to edit your turn based on that information, or otherwise would have done something different, feel free!
Title: Re: Warship Race Redux
Post by: VensersRevenge on 07 April 2020, 22:42:28
So you did!  Let me get to reading.

1.)  We dont have AMS yet - its like 7 down a tech tree.  Machine Guns fill that role (though less well) in the early going.  If it helps, think of the Machine Gun mounted in that role as a lower tech system, like a spaceborn cousin of a moder CIWS.

2.)  Can you break out the prototype cost of your ship (25% of build cost) from the production cost?  I may have flat missed it, too...  Im reading on a phone.

3.)  Cost, Mass (I assume 500kt),  Escape Craft (if any), Small Craft (if any) and Grav Decks (if any) are not listed for the Marik class DD. 

4.)  That weapon block is hard to read.  Could you do a simplified version, like:
Nose
2 NAC/10
3 NL/45
2 Barracuda

Front Sides:
2 LRM/20
5 AMS

And so on?  Itll be a lot easier for me to refer to when doing turns.

5.)  Loyalty started with 2 lvl 1 yards.  Your upgrade cost math is right to upgrade your 3 lvl 1s (20 for the first one at loyalty, the  10 each for the second Loyalty and Irian), but your starting game state in post only listed one, which confused me.

6.)  Like the writing, and that will be a generally useful little DD.  Pricey due to all the collars, but you wanted flexible, and that she will be.  I suppose the treasonous shipyard will be an excuse to change the in-character admiral if you decide to.  Or maybe he will try to overthrow the Marik once he gets the navy going?
Thanks for the help. AMS have been switched out for machinguns, and grav decks and escape craft added. The FWLN does not see the point of Small Craft, preferring dropships to move cargo around. The prototype cost is right under maintenance (2 490 000 000 Eagles). The secret shipyard, like the Regulus shipyard and the "interesting" ship that will come out of it next turn are me roleplaying the fratricidal nature of the FWL. The admirals are certain that a Battleship is necessary, but do not have political support to just upgrade a yard at Irian or Atreus. So they have to build a new one.
Title: Re: Warship Race Redux
Post by: kindalas on 08 April 2020, 01:26:14
Generic Jumpships dont require yard space - your assumed to be buying them from civilian yards.

Custom Jumpers (especially the armed kind) currently do, but can be built twice as fast...  4 per yard per turn.

If you want to edit your turn based on that information, or otherwise would have done something different, feel free!

I think I'll keep it the way it is.

The 10 collar jumpship should give some interesting mobility advantages over conscripted civilian ships or basic invaders.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 April 2020, 06:03:01
And the hard part is not sand.  The hard part is a  mere 10 ton canister of jammers, etc. thats can fill and jam an -entire- battletech space hex persistently for a whole turn. 

I'm sure people would be willing to pay 50 tons. The ability to create a wall of debris to ablate projectile and missile attacks seems basic to me.
Though I wonder - if jumping has to happen in relatively empty space, could we make jump points dangerous by dropping random debris there? Not that it would be a sound long term decision.
But isn't making bad decisions what this is all about?  :D
Damn, the week is progressing. I need to do some extra research into the political landscape.

Edit: It may look like I am nitpicking. I do not intend to do so, I just like debating.  ;D
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 April 2020, 06:25:16
I'm sure people would be willing to pay 50 tons. The ability to create a wall of debris to ablate projectile and missile attacks seems basic to me.
Though I wonder - if jumping has to happen in relatively empty space, could we make jump points dangerous by dropping random debris there? Not that it would be a sound long term decision.
But isn't making bad decisions what this is all about?  :D
Damn, the week is progressing. I need to do some extra research into the political landscape.

1.)  I think off the screen launcher as requiring very advanced electronics to work - space is big, yadda.  Yes, of course it gets built in 3055 because thats the era the writers were writing in when they expanded on warship stuff - but it is what it is. 

2.)  Jump Points (Lagrange) are fairly large, IIRC.  And of course the Zenith and Nadir points arent points at all, they are the volume of all space far enough away from the primary.  Just... too big, I think, even if you focus on the area around the actual Zenith and Nadir.  Space just doesnt lend itself to ‘minefield’ equivalents, save around things like planets and shipyards - and even then Im thinking more like captor mines.
Title: Re: Warship Race Redux
Post by: Smegish on 08 April 2020, 06:54:35
So I put the Rav and Marik into the spreadsheet to double check stuff and found some inconsistencies, which I blame on MML and/or HMA not being entirely accurate anymore.

Rav-class - 450 tons of standard armour is 234 points, not 189. May just be the 'free' armour granted by SI being missed. If the left over armour is evenly distributed it makes the armour Front 47, All Sides 40 and Rear 27. Had 62 tons leftover which could be added to heatsinks or cargo, assuming cargo the cost according to the spreadsheet is $7.014B per ship.

Marik-class - As written in your entry, according to the spreadsheet it is 2,084 tons overweight. Can easily take that out of cargo if you don't want to redesign. Cost is $9.938B per ship
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 April 2020, 07:17:29
The warship rules are complicated enough that I can see minor discrepancies creeping into the MML, HMA, or any other spreadsheet (including our own).

I light of this, we have to have a common standard - and the spreadsheet linked on the first page will be that common standard, since its free and fairly user friendly.  For now, that sheet is ‘the right answer’ - not because its necessarily perfect, but because of the need for a common standard.

FWIW, published ships were found to have errors when run through spreadsheets, due to rules changes and errors in being done by hand - so dont feel bad, and if you catch bugs in any of mine, holler.

Title: Re: Warship Race Redux
Post by: Smegish on 08 April 2020, 07:29:02

FWIW, published ships were found to have errors when run through spreadsheets, due to rules changes and errors in being done by hand - so dont feel bad, and if you catch bugs in any of mine, holler.

True that, a bunch of the canon ships are a mess by the current rules.
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 April 2020, 07:50:01
As Im warming up to start helping Smegish run Turn 1, I wanted to solicit input -

1.)  How much combat do yall wanna see per turn?  More fights is more data, and it along with design is what we are here for.  OTOH, decades pass IRL without naval engagement, and writing battles is a time cost.  More battles=Slower Turns.

2.)  How much detail on those combats? Both mechanical detail and personality fluff story detail?  Again, cost vs return.  Last game saw early fast, quiet turns slow down as Alsadius wrote more and more and more.  The writing was great, but turns got slower and slower and he wore himself out (I think)

3.)  Butterflies:  Weve got a non-standard start already.  How AU are people comfortable with?  How hard do butterfly wings flap?  Are we locked in to the official timeline, where there will be an age of war, and a star league, and its fall?  Some wiggle room, but a tendency to return to the major stations of canon on some theory of historical inevitability?  A level of chaos theory in outcomes that would make Ian Malcolm proud?

4.)  How fast would we like turns?  I think 1 per week is an absolute maximum speed, and likely at best a pursued but often unmet ideal.  I guess well end up somewhere between weekly and monthly, but Id welcome yalls thoughts on where in that range the needle belongs.
Title: Re: Warship Race Redux
Post by: sillybrit on 08 April 2020, 09:33:55
Something that may be of use: per this thread (https://bg.battletech.com/forums/index.php?topic=53636.0) Campaign Ops p23 gives the spare parts, etc requirement for WarShips and other units, including ammo used for practice.

As an example, a Black Lion II needs only a 2.5% cargo fraction to self-support a 6 month deployment, including supporting its ASFs and Small Craft, but not including any DropShips. The ammo requirement for training was a big part of that and the BL2 is notably a NACboat, so energy based designs can be even leaner.

This doesn't include supplies for combat, repairing damage, etc.
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 April 2020, 09:49:56
Something that may be of use: per this thread (https://bg.battletech.com/forums/index.php?topic=53636.0) Campaign Ops p23 gives the spare parts, etc requirement for WarShips and other units, including ammo used for practice.

As an example, a Black Lion II needs only a 2.5% cargo fraction to self-support a 6 month deployment, including supporting its ASFs and Small Craft, but not including any DropShips. The ammo requirement for training was a big part of that and the BL2 is notably a NACboat, so energy based designs can be even leaner.

This doesn't include supplies for combat, repairing damage, etc.

That is an excellent resource, thank you.

Takeaway:  5% Mass Fraction is enough for a 1 year quiet deployment of an Ammo-Heavy ship with light fighters and troops.  Figure its a few % less for beam boats, and a few to quite a few % more for troop/invasion ships and CVs.

The deployments of interest to us are rarely quiet, but OTOH, ships are rarely out of supply for a year at a time.

This suggests the THN designs are really troop/invasion ships that also have guns and armor.

Title: Re: Warship Race Redux
Post by: kindalas on 08 April 2020, 10:53:16
As Im warming up to start helping Smegish run Turn 1, I wanted to solicit input -

1.)  How much combat do yall wanna see per turn?  More fights is more data, and it along with design is what we are here for.  OTOH, decades pass IRL without naval engagement, and writing battles is a time cost.  More battles=Slower Turns.

2.)  How much detail on those combats? Both mechanical detail and personality fluff story detail?  Again, cost vs return.  Last game saw early fast, quiet turns slow down as Alsadius wrote more and more and more.  The writing was great, but turns got slower and slower and he wore himself out (I think)

3.)  Butterflies:  Weve got a non-standard start already.  How AU are people comfortable with?  How hard do butterfly wings flap?  Are we locked in to the official timeline, where there will be an age of war, and a star league, and its fall?  Some wiggle room, but a tendency to return to the major stations of canon on some theory of historical inevitability?  A level of chaos theory in outcomes that would make Ian Malcolm proud?

4.)  How fast would we like turns?  I think 1 per week is an absolute maximum speed, and likely at best a pursued but often unmet ideal.  I guess well end up somewhere between weekly and monthly, but Id welcome yalls thoughts on where in that range the needle belongs.

1) I would be ok with a 2 slow 1 fast kind of turn pattern. Where our fleets build up until maintenance gets to be a lot. Then they get used up before they become obsolete.

2) I think that battle summaries should contain the basic details. But if you want to keep things interesting I'd be willing to write after action reports based on results of big battles to keep things audience friendly and to shape a narrative of naval sucesses/failures based on the results.

ie. if the brand new Lyran  missile frigate gets totally smoked in a battle but it's supporting fleet stomps the enemy maybe there is a flaw in missile frigates as a concept (ie I don't want to build more) or the Missile frigate was able to get the enemy forces out of position and the enemy could be taken apart piece meal (ie I want to build more missile frigates)

This would give us players a chance to justify/control our choices and would take a bunch of work off of the GM plates.

3) how about we drift hard into AU territory. But keep the broadest strokes. Leaders of the nations end up having the same house names. There is a Star League but does it unify around corralling the periphery or does it take a RotS route where unifying to deal with the TH creates a starleague and a TH exodus that leads to the future Clan invasion.

Also does the SL need to be a golden age? or is a cold war arms race from the very beginning?

Finally I would not be opposed to our Naval coordination planners gaining more and more control of our nations as we figure out how to play. For two reasons, first to spread the work load, and second to keep things interesting. I see this as an exercise in wargaming and RP. Right now I see it as 90% Wargame and 10% RP but I would not be opposed to letting that ratio drift.

4) I'm a fan of variable turn lengths. I would be even in favor of short turns where not much is expected to happen, so we quickly get our next turn budgets and then get a combined "20 year update" But also I think that some momentum generating turns with an announced slowdown when things get complicated is a good way to go.

I think that the last game ended because of GM burnout and I think that everything we can do to avoid that will help.

Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 April 2020, 11:04:49
Looking at that thread, it did not account for food.
Food for thought.

As to your earlier questions:

4) I'd aim for about 2 per month, with +/-1 as the situation demands/allows. This gives an expected week in between everytime, as experience tells the processing will happen partially on the weekend for most of us, pandemic not withstanding, and you might get a packed one.
Of course, the answer is always "whatever the GMs are comfortable with", but once a month risks someone forgetting they participated.  ;)

3) I think we need to have a little freedom. Sure, I'd go roughly by the timeline, and even limit techs to +/- 50 years of their introduction (isn't it a bit early for fighters yet?), but long term, we might need to deviate a bit. Unless we want to do a timejump after 50 odd turns and then find another 5 players for the clans. The tech progression might also have to be adapted to how the game goes. Ultimately, I'd like to have the freedom of my realm not conquering what it usually would because my designs were just atrocious. Or someone blew up all my yards while I wasn't looking.

2) The obvious answer here is "whatever the GMs are comfortable with". A bit of fluff is nice, though. I'd go with GM discretion as to what is an interesting or relevant battle, and have mildly fluffed skirmishes dominate the boards. A turn should average no more than 2 important battles, which does mean there's room for lulls and room for action. Additionally, the less happens, the more relevant a border skirmish appears. Before you burn yourselves out, you may want to reduce the amount of writing on a turn to get things out.

1) Depends on the environment. Sometimes, there is serious conflict. Sometimes, there isn't. A minor conflict here or there makes a lot of sense, and might not break the bank that manages our account of time and motivation. A large conflict might of course be a campaign lasting several years and 3-4 large battles. If I may recommend, starting an invasion near the end of a decade allows us to split those conflicts into two turns.
... or you could just split the turn in two - a lot happening might mean only a half duration turn.

You do you.

Looks like kindalas answered this one faster, but he also suggested variable turn lengths, so that may be an option. Of course, that would require players to mention priorities. What will be built first in case this decade becomes a bloody one.
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 April 2020, 11:17:21
Looking at that thread, it did not account for food.
Food for thought.

As to your earlier questions:

4) I'd aim for about 2 per month, with +/-1 as the situation demands/allows. This gives an expected week in between everytime, as experience tells the processing will happen partially on the weekend for most of us, pandemic not withstanding, and you might get a packed one.
Of course, the answer is always "whatever the GMs are comfortable with", but once a month risks someone forgetting they participated.  ;)

3) I think we need to have a little freedom. Sure, I'd go roughly by the timeline, and even limit techs to +/- 50 years of their introduction (isn't it a bit early for fighters yet?), but long term, we might need to deviate a bit. Unless we want to do a timejump after 50 odd turns and then find another 5 players for the clans. The tech progression might also have to be adapted to how the game goes. Ultimately, I'd like to have the freedom of my realm not conquering what it usually would because my designs were just atrocious. Or someone blew up all my yards while I wasn't looking.

2) The obvious answer here is "whatever the GMs are comfortable with". A bit of fluff is nice, though. I'd go with GM discretion as to what is an interesting or relevant battle, and have mildly fluffed skirmishes dominate the boards. A turn should average no more than 2 important battles, which does mean there's room for lulls and room for action. Additionally, the less happens, the more relevant a border skirmish appears. Before you burn yourselves out, you may want to reduce the amount of writing on a turn to get things out.

1) Depends on the environment. Sometimes, there is serious conflict. Sometimes, there isn't. A minor conflict here or there makes a lot of sense, and might not break the bank that manages our account of time and motivation. A large conflict might of course be a campaign lasting several years and 3-4 large battles. If I may recommend, starting an invasion near the end of a decade allows us to split those conflicts into two turns.
... or you could just split the turn in two - a lot happening might mean only a half duration turn.

You do you.

Looks like kindalas answered this one faster, but he also suggested variable turn lengths, so that may be an option. Of course, that would require players to mention priorities. What will be built first in case this decade becomes a bloody one.

It didnt account for food, but food consumption in quarters is QUITE low.  Recycling is a thing.  Once you drop to steerage or bay quarters, food consumption skyrockets, because the recycling isnt there (the recycling is also why those quarters are so heavy!)  Makes for some interesting tradeoffs when making troop ships!


As far as build order, for simplicities sake, Im assuming everything researched and built is available on Day 1 of the 1 year turn.  Its artifical, and feel free to write YIS dates any time in the turn, but it keeps this thing from growing entirely out of control.

Yeah, Alsadius burned out, I think from a combination of workload, real life, and some griping players (I was one of the griping players, mea culpa).  Going to try to avoid that this time.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 April 2020, 11:27:19
Well, you could always halve the production, and use that for available forces. This would easily allow you to cut a turn in twain.

Will stuff researched be available the same turn?
Aka, if we research something, we'll immediately get ships designed with that equipment?
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 April 2020, 11:47:13
Well, you could always halve the production, and use that for available forces. This would easily allow you to cut a turn in twain.

Will stuff researched be available the same turn?
Aka, if we research something, we'll immediately get ships designed with that equipment?

Ahh. I misunderstood earlier about 'long' and 'short' turns.  I was more meaning long vs short in processing time and level of activity, not as in more or less than 10 years.  Lets keep it to 10 years.

Yes, if you research something at the start of Turn 1, you may design things with it that will be useful on turn 1, and your technology is assumed to be in broad service with your troops for most of the turn.  You will note that some designs have NPPCs, or Improved Ferro-Aluminium Armor, both of which were researched this turn.

IE, if you research AC/20 on Turn 2, you may assume that during Turn 2, your fighters can at least try to threaten capital ships of less than 200 armor points.  Being the first and only player with Battlemechs means any invasions will likely go... quite well for you, especially on the surprise turn.

Of course, waiting several turns until several people have had a technology for at least two turns may save you a lot on RnD costs, which may be worth more to you than any early adopter advantages.  YMMV!

If it seems like Im putting on spiked boots and tromping on cool ideas - I dont mean to.  Im just trying to be superconcious that EVERY thing we add, EVERY cool detail, is brainpower spent, its another thing that our game has to 'carry'.  And Id rather have something streamlined see the year 3000, than having something super detailed and cool die before the Age of War.

Title: Re: Warship Race Redux
Post by: VensersRevenge on 08 April 2020, 12:28:26
As Im warming up to start helping Smegish run Turn 1, I wanted to solicit input -

1.)  How much combat do yall wanna see per turn?  More fights is more data, and it along with design is what we are here for.  OTOH, decades pass IRL without naval engagement, and writing battles is a time cost.  More battles=Slower Turns.

2.)  How much detail on those combats? Both mechanical detail and personality fluff story detail?  Again, cost vs return.  Last game saw early fast, quiet turns slow down as Alsadius wrote more and more and more.  The writing was great, but turns got slower and slower and he wore himself out (I think)

3.)  Butterflies:  Weve got a non-standard start already.  How AU are people comfortable with?  How hard do butterfly wings flap?  Are we locked in to the official timeline, where there will be an age of war, and a star league, and its fall?  Some wiggle room, but a tendency to return to the major stations of canon on some theory of historical inevitability?  A level of chaos theory in outcomes that would make Ian Malcolm proud?

4.)  How fast would we like turns?  I think 1 per week is an absolute maximum speed, and likely at best a pursued but often unmet ideal.  I guess well end up somewhere between weekly and monthly, but Id welcome yalls thoughts on where in that range the needle belongs.
1.) I agree with others, whatever you feel comfortable with.
2.) Again, not so much that you burn out, but feedback on how our ships do is important.
3.) I think that this has to end up AU, so I wouldn't worry about trying to fix canon details around this.
4.) Probably twice a month is the right level, although with people quarantined they might have more time.


And yes, just take out the extra tonnage from the Marik's cargo. I'll go over costs later today to make any necessary changes.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 08 April 2020, 16:52:24
Sorry for the double post. It looks like my Marik is cheaper in the spreadsheet than in MML, so I will just keep my turn in the same and treat the extra costs as having been involved in the money-laundering necessary to build the Jardine yard.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 April 2020, 17:51:13
Doesn't instant research of passive things like armour take away all the calculation of it? The "invest in the future" part?
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 April 2020, 18:25:21
Doesn't instant research of passive things like armour take away all the calculation of it? The "invest in the future" part?

You still have to build the thing if its going on a warship, and heavy research may consume money needed for yards or construction - especially as hull counts and maintenance climb.  Often, as well, your stuck researching things you dont want now, to open up things you do want later.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 April 2020, 19:21:51
Ok, that's helpful. Then I'll definitely change the armour of the destroyers Smegish designed to FA, as if I read the post correctly that has been researched.
Still think we should increase the price of armour, though. I thought about creating a troop transport with primitive armour mostly for RP, save cost and all that. Would that be ok?

Though I think with the tech progression the way it is, we will inevitably go "off the rails" at some point into AU territory. Maybe allow people to spend research money for an accuracy bonus or smth?  ... I really miss the thinking smiley.
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 April 2020, 19:40:52
Ok, that's helpful. Then I'll definitely change the armour of the destroyers Smegish designed to FA, as if I read the post correctly that has been researched.
Still think we should increase the price of armour, though. I thought about creating a troop transport with primitive armour mostly for RP, save cost and all that. Would that be ok?

Though I think with the tech progression the way it is, we will inevitably go "off the rails" at some point into AU territory. Maybe allow people to spend research money for an accuracy bonus or smth?  ... I really miss the thinking smiley.

I think Smegish researched FA (Fighter Armor) rather than IFA (its warship cousin), but feel free to switch that.

Changing the Armor Cost would be a thing I would do if I rewrote the game - but given that its limiting factor is SI, and SI is really the ‘Armor’ part of ‘Armor, Firepower, Speed’, I think the design space stays interesting.

RE:  Researching increased accuracy - some weapons have much better ranges, and we ARE using the detailed, advanced aerospace ranges.  If you want an accuracy advantage, mount the big energy weapons and the big NGauss, Barracuda also have some good range bands - ECM will be an effective accuracy advantage if you have it and they dont - and of course there is NC3 waiting out there.
Title: Re: Warship Race Redux
Post by: Jester Motley on 08 April 2020, 21:11:07
I know I have a ship that is lacking in escape pods. But it lacks a gravdeck and has steerage class quarters for everyone.

But it has a terrible cargo fraction and it is flawed.

I wasn't trying to point fingers.  I was just surprised at the commonality of low numbers of pods/boats across all the fleets.  That, and given how... titanically... the problem of insufficient lifeboats was hammered into the maritime community in our own time frame, I have a hard time accepting that either 'future-modern' maritime wouldn't also have the same hidebound tradition of enough boats for people on board, or that there wouldn't be equally galvanizing emergencies to make the pods/boats a morale effecting issue if there's not enough.

I designed some intentional, and I'm sure several unintentionally bad designs.  And I'm hoping I, personally, and my navy, roleplaying, learn from our mistakes.  But this looks like an across the board thing everyone else, including the DMs, are fine with, and if that's "in universe" no consquence, then my navy is going to learn that lesson too, and have some small tonnage freed up.  (If you look at the first game, I did a 'warship' cruise liner.  I had my reasons, they were bad reasons... but it was fun, and realistic...  The Spruce Goose happened after all.  And the Concord seemed like a good idea...)

Re: Marcus:
1)  One problem was the need for "inspiration" because each faction had major battles detailed and written out, every turn.  My view is that, at times and stretches, there's going to be little conflict, while at other times there's going to be huge amounts of combat.  In the case of lots of combat, just list out battle stats for all but "important" or "notable" battles.  "4x Gladius went up against 3x MrBadGuy designs, with 10m in damage to both sides, and 1 Gladius lost.  The Gladius lost took a freak crit hit"  Is fine for turns where there's multiple fights.  Then, if inspiration hits or there's a reason to detail things, go into a notable, or "example" battle that shows the point.  "FedSuns attempted carrier battles, but lost all such fights due to Kurita hull's not being piercable by light fighters and small craft..."  and give some details.  Mostly, what I want is what happened, and why my fleets won/lost/sucked/awesome... and some light RP for fun.  And again, those are gonna be "heavy" combat turns.

2) answered above.  Mechanics mostly, to make things easier/faster, with fluff and RP for fun or when important info needs to happen.

3) Yes.  :)  The history of man is easily defined in cycles of happenstance.  We build up, wallow in the fruits of our labor, destroy everything, rinse repeat.  The Star League, as in a concentration of power, is pretty inevitable.  And its fragility is also pretty inevitable.  Whether its called the new holy roman empire in space, or the Star League doesn't matter, the pattern will happen.  But... given that, the SL might not start for a 100 years later.  OR it might not start until after mutliple 'succession lord" level wars knock everybody back to the stone ages, and everyone is forced to rely on their neighbors to just survive.  So... AU, embrance it full force, but that doesn't mean we can't use the outline of the OU to make it easier to focus on the bits we want to explore.  Warships and naval conflict in BT.

4) Monthly.  If I don't see a turn resolution post in a month repeatedly, I'm gonna assume its a dying beast and start to focus elsewhere.  Ideally, I'd want every 2 weeks.  1 week to post turn, 1 week for turn resolution to post.  That gives everyone time to work through things. BUT that's rather tight for both GM and People when life will ultimately interfere.  So... monthly as an outside, and every 2 weeks for desired turn rate.

Title: Re: Warship Race Redux
Post by: Smegish on 08 April 2020, 21:18:23
I did indeed do Fighter armour, thinking that you can't have 'Improved' Ferro-Aluminium without regular Ferro-Aluminium. Again a limitation I was imposing on NPC factions so they weren't all taking IFA on the first turn, because its the strongest option.

Jester: Having 2 GMs to share the load will help with burn out and inspiration. We have ideas for action in the first turn or two - What little there probably be anyway, before having to come up with any major fights. DC vs PoR will still be happening early, though the final result may vary

Feel free to do what you want with them though
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 08 April 2020, 23:24:15
Only got a tiny bit: I will read and process the last two pages tomorrow morning when I'm awake and thinking... sorta briefly glanced thru the last two pages.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 09 April 2020, 04:33:23
I did indeed do Fighter armour, thinking that you can't have 'Improved' Ferro-Aluminium without regular Ferro-Aluminium.
But FA did come after IFA.  ???
That's just a name. 
Naval equipment seems to always come first - see PPCs.

RE:  Researching increased accuracy - some weapons have much better ranges, and we ARE using the detailed, advanced aerospace ranges.  If you want an accuracy advantage, mount the big energy weapons and the big NGauss, Barracuda also have some good range bands - ECM will be an effective accuracy advantage if you have it and they dont - and of course there is NC3 waiting out there.
I seem to remember we did discuss changing N-Gauss, because they aren't worth their mass nor their cost for what you get.

Also, what does a vehicle drop chute do again?
Title: Re: Warship Race Redux
Post by: marcussmythe on 09 April 2020, 06:09:08
Vehicle Drop Chutes allow orbital drop of vehicles and mechs. 

NGauss will display a threshold effect out of line with their damage - something like the ‘crit chance on every hit’ that you see with missiles.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 09 April 2020, 06:36:14
hmm.
Might try that then. No one else has picked it, so it's preventing the "everyone takes it" thingy, and FA armour to me is one of those niche technologies that doesn't provide a lot of benefit.
Oh well, food for thought.

The N-Gauss might have merit, then. I for one prefer some dice rolls to absolute predictability - that I might not even know.

Ok, lucky me, I failed. Have to do stuff again. Anyways, I'll probably switch the research to drop chutes, keep the destroyers alive, and switch the escorts to shuttle bays with some extra machine guns.
I'll keep all the yard upgrades and actually build those ships, as well.
I'll also not change naval doctrine for now. (Just in case I'm held up again)
Title: Re: Warship Race Redux
Post by: Jester Motley on 09 April 2020, 19:20:49
I did indeed do Fighter armour, thinking that you can't have 'Improved' Ferro-Aluminium without regular Ferro-Aluminium. Again a limitation I was imposing on NPC factions so they weren't all taking IFA on the first turn, because its the strongest option.

Jester: Having 2 GMs to share the load will help with burn out and inspiration. We have ideas for action in the first turn or two - What little there probably be anyway, before having to come up with any major fights. DC vs PoR will still be happening early, though the final result may vary

Feel free to do what you want with them though

I was just stating my preference and a desire to avoid the pitfalls of the previous game, while preserving everything that was great about it.  Which we're doing well so far.

I took IFA cause it made sense for my designs (But you'll note not all of my designs use it this turn, either, just used it where I think a new tech would have been prioritized), it was one of the first 3 techs open, and it canonically was first.  I can change that if you want, but it does limit choice to only 2 for the first turn of tech in that tree.
Title: Re: Warship Race Redux
Post by: marcussmythe on 09 April 2020, 19:30:54
Hairbear has stated he is taking over the Illyrian Palatinate, beginning Turn 2, leaving Turn 1 as filled out by Smegish.

Unlimited, my understanding is you intend to post your Turn 1, but it will be based heavily on what Smegish did?  If so, Ill start crunching on T1, at least the parts that are unaffected by DC decisions.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 10 April 2020, 13:00:09
Yes, that's basically the idea. Well, and today I forgot to post it for several hours.  ;D
My original escort idea was only 150kt, so I had no trouble adding a few minor pieces to shape things as I saw fit.
Damn, those things are fragile.

I wanted to add a troop carrier ship, but decided that I may as well fluff it as arriving late in the decade - and it's not participating in combat much anyways - so I haven't added it yet in favour of getting things out the door.

Of note, the remaining weight shown seems to have some weird artefact on calculation, likely related to floating commas.
When I add cargo exactly the size of the remaining free mass, I end up with 1 free mass.
Title: Re: Warship Race Redux
Post by: marcussmythe on 10 April 2020, 16:28:06
Unlimited - at your convenience, no rush, could you edit the rest of the original DC turn that you want to use into your own (and drop or change any fluff you like)?  That way we can have each nations turn on a single post, so that its cleaner.  Once thats done, Smegish can clean up his turn post and yours will be the only one.

Thats everyone in - Smegish did a Marian Hegemony based on Truetankers requests, as hes lost internet for the moment secondary to work shutdowns.  With that, he and I are processing.  I intend to see it posted in rather less than a week.
Title: Re: Warship Race Redux
Post by: Smegish on 10 April 2020, 17:52:35
UnLimited: I see mention of a Dropshuttle bay and a bucketload of Small craft bays, but no mention in the Kutai's listing itself. The spreadsheet usually forgets to add this stuff to the TRO Workup page for reasons that escape us, so need to be added manually.
Title: Re: Warship Race Redux
Post by: marcussmythe on 10 April 2020, 20:10:46
Scrapping and Mothballs:

On reflection, and because I was asked, Im thinking about addressing scrapping and mothballing ships.

My inital thought is a ship may be scrapped for 25% of its build cost.  (Ships with damage on them from battle have their scrap value reduced by their repair cost % - such that a 10B vessel with a 5B repair ticket could be scrapped for 1.25B, rather than the usual 2.5B)

Ships normally have a maintenance price equal to 50% of their production cost.  You can cut this, but its going to impact performance and at low levels may result in breakdowns and mutinies.  My thought is that for -5-% of their production cost, ships can be left in mothballs, unavailable -this- turn, but available -next- turn if you want to reactivate (pay maintenance) on them.  It has to cost something, I think, or people will just build huge mothball reserves.

Thoughts?
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 10 April 2020, 21:24:06
1) I triple checked again in MegaMekLab which I’m using on the Rav-class Corvette it checked out on my end: not sure where it goes wrong. I’ll edit the design in a bit to reflect the comments.

Out of curiosity which program are you guys using? I also have a copy of StratOps so I could break that out if necessary.

2) Regarding combat: should their be some every turn? Hopefully. Honestly it depends on how we want to write this which links into the AU question but the combat should be deserved and not arbitrarily throw around. The PoR isn’t going to suicide their fleet into the Lyrans just because they haven’t fought in a while (as a terrible example).

3) Detail on the combat is up to the GM’s: however much you want to write is fine by me: if you wanted to throw basic combat cards at the players involved and have them write a quick response:

For example: DCMS: The FedSuns have sent one of their patrol fleets across the border: how would you respond?

FedSuns: you indicated that you wanted to send raiding fleets across the border: what would happen if they encountered enemy ships?

And then write up a quick and dirty combat based on those.

IDK just my two cents

4) as for the AU question: definitely going to be an AU but it doesn’t have to be too far AU. For example I would want to make the PoR peacefully integrated into the Draconis Combine rather than forcefully. It might start with fleet exercises, and cultural exchange programs, and then go into talks where we are give autonomy sorts like the Azami but join the DC as a new province. I control the sector as a ‘Warlord’ except it’s a lot less death.

The end result is the same as canon... but different. Do I still expect the Star League? Yes. Do I expect everything to go exactly the same? No

5) As far as turns go: id love to get two turns a month done: even with the quarantine it gives us time to check things, write, and plan: not to mention questions like these. Also gives some time for the GM to write up the final results between turns. Someone mentioned variable turn times which I wouldn’t oppose as time went on and we got more used to this.

6) Salvaging, scrapping, and mothballing: I approve with what you posted Marcus.
Title: Re: Warship Race Redux
Post by: Smegish on 10 April 2020, 22:29:45
Marcus and I are using the spreadsheet created by CryHavoc and modified for this game, found here: https://docs.google.com/spreadsheets/d/1xFkTAkgw_gsCQlrcrN9b_vjsjTFge49dsRJT_T3V8Fg/edit?usp=sharing

It may not be perfect, but if we're all using the same ting then at least we'll be consistently wrong :)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 April 2020, 05:21:38
I usually build ships in MML, then transfer them over to the spreadsheet when I'm somewhat pleased by the results.
Starting, this poses a few issues as we're ahead of the historical curve in armour technology, as well as in the presence of fighters (though I don't know why, besides "because Alsadius did it"),  but the transfer process still takes a multiple of the time, and the output is sometimes lacking.

Regarding the post: I'll transfer stuff today. The Revised Kutai has 24 Small Craft bays per broadside (48 total, with a standard load being 36 fighters, 12 SC), and a 2 Slot Shuttle Hangar.
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 April 2020, 08:35:47
Turn 1 is processed!  Please read over and let us know what you do and dont like about how the turn was written up.  What works, what doesnt, etc.

A peek behind the curtain:  We track the leadership qualities of all powers, and this influences the likelyhood and intensity of conflict.  Once we know there is a conflict, we look at forces available and historic conflicts to know who the target is and what the correlation of forces will likely look like.  Then dice are rolled (3d6, I like bell curves) for each team, modified by maintenance.  We look at published doctrine if any and then try to make the best decisions available to the various commanders, in light of forces, objectives, their capabilities and their best understanding of the enemy capabilities and objectives.

Im already warming up NPC turns for the NPCs that are my responsibility - I get the two biggest, Smegish gets the 4 small ones, and this is probably not fair to him... :)

SELLING SHIPS:
The THN is open to selling off some more of its massive backlog of ships.  They wont be selling Dreadnought or Black Lion Class, but smaller things are up for grabs at probably half-of-new-cost.  If you want anything, message me, well talk.  Purchased ships are treated like new builds, and go on your order of battle like new builds.

The CC is upgrading yards but not laying new hulls.  I anticipate it having slipway space for production of up to 6 ships each of classes 1-4.  Youll have to cover prototyping cost if its a new design, and theres going to have to be some upcharge.. maybe 10% over list, open to discussion.*

*Offer not available to the THN, FSN, or FWLN.  Besides, would you trust the Capellans to give ships if you were the FSN?  :)
Title: Re: Warship Race Redux
Post by: Hammer on 11 April 2020, 12:36:24
The warship rules are complicated enough that I can see minor discrepancies creeping into the MML, HMA, or any other spreadsheet (including our own).

I light of this, we have to have a common standard - and the spreadsheet linked on the first page will be that common standard, since its free and fairly user friendly.  For now, that sheet is ‘the right answer’ - not because its necessarily perfect, but because of the need for a common standard.

FWIW, published ships were found to have errors when run through spreadsheets, due to rules changes and errors in being done by hand - so dont feel bad, and if you catch bugs in any of mine, holler.

Their have been quite a few fixes in MegaMekLab around DS/WS/SS since 46.1 (Stable) using 47.5 (Dev) might help. Also if you find issues please open a bug report or PM me.

We can't improve the programs unless we know of suspected errors.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 April 2020, 14:34:36
Right, I should probably get the newest dev build again.
Though obviously we have our own tech progression, and we still need the spread sheet to calculate the cost.
Turn 1 is processed!  Please read over and let us know what you do and dont like about how the turn was written up.  What works, what doesnt, etc.
Beautiful! That seems like quite the bit of writing for a few border conflicts. An entertaining read.
So, I could theoretically buy ships off the CC? Or rather slipway capacity? How would they get here? ???
I feel bad for the PoR, but this is what the coordinator wants. Probably.
So how will tech progression go from here?
We can pick and choose from the first 3. Does that propagate downwards if we get one? If so, that seems a bit too easy.
Also, seems our budget escalates?
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 April 2020, 14:50:53
Right, I should probably get the newest dev build again.
Though obviously we have our own tech progression, and we still need the spread sheet to calculate the cost.Beautiful! That seems like quite the bit of writing for a few border conflicts. An entertaining read.
So, I could theoretically buy ships off the CC? Or rather slipway capacity? How would they get here? ???
I feel bad for the PoR, but this is what the coordinator wants. Probably.
So how will tech progression go from here?
We can pick and choose from the first 3. Does that propagate downwards if we get one? If so, that seems a bit too easy.
Also, seems our budget escalates?

If you buy 1 tech a turn, and spread evenly, you'll end up kinda in a historical ballpark.  Players may choose faster or slower, and given how few game changers there are, Im not sure there is one right answer.

The CC is willing to sell ships (its a thing.  The Brit shipbuilders sold big bloody warships to other powers).  As for how they would get there?  I mean, space is big and empty and these things have unsupported endurance in months or years?  If you want to move through Hegemony space, just... ask nicely?

Budgets climb over time.  People are still spreading out, populations climbing, tech advancing.  Colonies springing up.
Title: Re: Warship Race Redux
Post by: Smegish on 11 April 2020, 18:36:19
Unlimited: Tybalt in CC is just over 1 jump away from Mallory's World in your territory, not hard to find an empty system between to travel through.

And I'm glad you enjoyed the read.
Title: Re: Warship Race Redux
Post by: Jester Motley on 11 April 2020, 21:40:32
Davion turn posted.  I, er, may have already had it mostly ready.

Q-  Recharge/defense/etc space stations.  I noted in my turn 2 post that I really don't want to micromanage where they go.  That said, I don't want to have multiple ship's worth of maintenance payments a turn, and get nothing out of them.  I don't want to "game things" or "min/max" these.  So I was thinking, if I had 10% of my # of planets worth of recharge stations, then I could have some sort of "roads" bonus for ship movement... but then I realized I'd have to count planets.  Yeah, no thanks.  Then I thought, well, what if X number of stations gives you some speed boost to your fleets in defense.  Then realized "50 stations gives you 5%" is to threshold and min/maxable.  And then there's defense stations...  If I were microing, I'd have several in some places, fewer or none in others.  Shipyard systems might get more than a regional capital, but not as many as say, New Avalon.... but again, don't want to micro this game.

 So, how will (have already) recharge and defense stations play into the turn/combat mechanics?  Or should I stop spending money on them as they're a waste?
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 April 2020, 21:52:41
Recharge Stations go to fleet mobility and readiness, reflecting both decreased recharge times and ease of resupply - keeping the vessel ‘topped off’

They also go to economics.  Having recharge stations encourages trade, which has a small impact on economic growth over time.  Economic growth will also be tied to the quality and focus of your leadership - budgets will fluctuate, and will underlying growth curves, with leadership, etc.

That said, like with most things, its diminishing returns.  The first 10 are worth more than the next, and so on.  Once your hanging them at zenith and nadir over every system, your probably at the level where the next few get you little to nothing more.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 12 April 2020, 06:28:27
It just occurred to me that technology has no real maintenance cost, all the while increasing budgets cause the cost of research to rise over time.
... also that vehicle drop chutes are kind of a pointless investment if I already build a dedicated invasion ship. :facepalm:
I originally read that I could research 1 tech total per turn. The clarity of what you actually get might make this a bit too easy, what with the instant results. I feel like there's really no option but to focus heavy on research early.

Edit: I have consolidated the Draconis Combine Turn for 2350-2360, and added the additional fluff that was still missing.
Title: Re: Warship Race Redux
Post by: marcussmythe on 12 April 2020, 15:41:52
It just occurred to me that technology has no real maintenance cost, all the while increasing budgets cause the cost of research to rise over time.
... also that vehicle drop chutes are kind of a pointless investment if I already build a dedicated invasion ship. :facepalm:
I originally read that I could research 1 tech total per turn. The clarity of what you actually get might make this a bit too easy, what with the instant results. I feel like there's really no option but to focus heavy on research early.

Edit: I have consolidated the Draconis Combine Turn for 2350-2360, and added the additional fluff that was still missing.

Focusing heavily on research is certainly an option.  Those who do so early get the cool toys sooner, but pay more for it - remember the cost break after a thing has been in the wild a while.

Also, remember that the most common naval technologies (missiles, NACs, and NLs) are all open availability.

Im not saying going tech heavy is a bad choice - but I dont see it as the only choice.  Ive run three powers so far as NPCs... when I had the Lyrans, they were gonna be 3 techs a turn forever.  The THN is one per turn.  The CC is none until they get cheap, and the  grab whatever looks cheap and worthwhile.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 12 April 2020, 16:03:31
I have a feeling that fleets with bracketed N-Gauss and LF-Batteries, protected my Lamellor-Armour and swarms of clanspec fighters, around 2600 might actually have quite the advantage.
Thing is - the usual counter-strategy would be to attack people who forego ships to concentrate on research, to hit them before they can turn that tech advantage into firepower - but while we control the naval spending, we do not control when and who to attack. Nor is there espionage.
Might make more sense to have research last for an extra turn. Well, ymmv.
We'll see. I suppose.  :)
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 12 April 2020, 17:36:44
Is the loss already included in my budget or do I have to account for it?

AKA My budget is listed as $75 billion: should it be 73 (+3 for lass turns) or is 75 correct?
Title: Re: Warship Race Redux
Post by: marcussmythe on 12 April 2020, 18:08:50
Is the loss already included in my budget or do I have to account for it?

AKA My budget is listed as $75 billion: should it be 73 (+3 for lass turns) or is 75 correct?

Listed budget changes are already reflected in your budget.

Youll have to drop combat losses when you process your turn, and if you have damaged ships, repair or scrap or what you will.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 12 April 2020, 18:18:24
Cool: trying to plan a war budget now.
Title: Re: Warship Race Redux
Post by: marcussmythe on 12 April 2020, 18:38:54
Addendum - I believe that Smeigsh has taken your losses into account on the spreadsheet - it shows you with 2 Ravs, etc.

You might see if anyone wants to sell you any ships at firesale prices - the THN has so many hulls that maintenance is eating its budget pretty nearly entirely.  CC has yards its not using - theyd probably charge full price and a small mark-up, but might build things you want.  Other powers might be willing to build or sell, as well.  Could be a quick and easy way to bulk up your fleets for the coming turns.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 12 April 2020, 19:20:20
Yeah I was considering it: that and buying some Lyran heavy fighters. Sarna says the Typhoon is being phased out completely so I figured they might have stockpiles they'd probably sell.

As far as Warships from the TH, I'd be more likely to buy a pair of Lola's and a couple Corvette's. I'd have to check my budget and get back to people.
Title: Re: Warship Race Redux
Post by: marcussmythe on 12 April 2020, 19:24:03
Yeah I was considering it: that and buying some Lyran heavy fighters. Sarna says the Typhoon is being phased out completely so I figured they might have stockpiles they'd probably sell.

As far as Warships from the TH, I'd be more likely to buy a pair of Lola's and a couple Corvette's. I'd have to check my budget and get back to people.

Fighters are, as noted before, generic - but if you wanna fluff em as those Lyran 90 ton flying monsters (and with Lyran Approval) you could certainly do so.

As for the THN - theyd likely sell anything but Dreadnoughts or Black Lions at half build price or so.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 12 April 2020, 19:53:11
Right... generic lol. Its been said several times and I keep forgetting. Sometimes I go TOO much into the details.

Title: Re: Warship Race Redux
Post by: Daryk on 12 April 2020, 19:58:10
Sounds like the Hegemony needs to research some tech to reduce their maintenance costs...
Title: Re: Warship Race Redux
Post by: VensersRevenge on 12 April 2020, 20:06:43
The FWLN is not planning on taking using all of it's slips, so if people who do not border the FWL need some extra yard space, I would be willing to provide it. I would probably be willing to let the Illyrians or Marians use the yard space, as well, but no Capellans, Lyrans, or Terrans.
Title: Re: Warship Race Redux
Post by: marcussmythe on 12 April 2020, 20:38:38
Sounds like the Hegemony needs to research some tech to reduce their maintenance costs...

Ive still got one ‘unused’ slot in the tech tree....
Title: Re: Warship Race Redux
Post by: kindalas on 12 April 2020, 22:31:58
Fighters are, as noted before, generic - but if you wanna fluff em as those Lyran 90 ton flying monsters (and with Lyran Approval) you could certainly do so.

LCN would probably be interested in a proxy war with the DC instead of a war war with the DC.

Title: Re: Warship Race Redux
Post by: Daryk on 13 April 2020, 02:59:33
Ive still got one ‘unused’ slot in the tech tree....
Sounds like a good spot for "Modular Ship Fittings" or some such...  ^-^
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 April 2020, 05:51:35
I think, at the current research speed, we need far more techs anyways. Just researching a lot fast is a strong tactic, and I feel like there's a contrast here between what's the right thing to do, and what's the fluffy thing to do.
We could really just intersperse a few technologies that decrease maintenance, improve fleet coordination rolls, or boost the economy. Or false flag operations.
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 April 2020, 07:31:32
I think, at the current research speed, we need far more techs anyways. Just researching a lot fast is a strong tactic, and I feel like there's a contrast here between what's the right thing to do, and what's the fluffy thing to do.
We could really just intersperse a few technologies that decrease maintenance, improve fleet coordination rolls, or boost the economy. Or false flag operations.

Currently, Turn 1, we have 12 nations researching a total of 11 technologies.  This is in line with my expectations of about 1 per turn.  I anticipate this rate may decline, as navies get built and maintenance costs begin to bite.

I will also note that though you do not play the nation head, the process for determining who gets in fights with who (and it is a process!) takes details such as total naval power into account, both in outcomes, and in choosing who to have a war with.  So neglecting hull counts and firepower to pursue research carries risks.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 April 2020, 17:10:33
Well, we'll see. But a question here:
A) What's "Adv. PPC"? It's on a lower layer than clan PPCs, so...
B) Given that we already have to research Mechs for the Army: What would we research for Battlearmour?
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 April 2020, 17:43:50
1.)  Battlearmor was likely overlooked when making the chart.  So I am uncertain and willing to hear proposals.

2.)  I dont know now that you mention it what exactly Alsadius had in mind for that?  Maybe Snubbies and Heavy PPCs and the like?

3.)  Im considering whether we should have ‘Clanspec’ as a generic advance, for all those other ways ‘Clan is better’ - better armor per ton on naval armor, less crits required on equipment, yadda yadda.

Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 April 2020, 18:11:03
Well, most of those don't really touch us. I'd assume it's really a step like adv. fighters - it allows us to pack more power into the same hull - that launches from our ships, because besides maybe Harjel, it doesn't really touch us. Maybe less crew required or something? Might only be fluff.
I think early ships like Dreadnought had humongous crews.
Battlearmour, however, should be in there - that is a key technology, after all.
I know there is an Advanced PPC, sort of half way between PPC and cERPPC - but that is on an earlier level, so...  ???
Title: Re: Warship Race Redux
Post by: Daryk on 13 April 2020, 18:18:33
I believe that was called the "Enhanced" version...
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 April 2020, 18:21:10
Just looked it up. It seems to be the "improved" PPC.  ;D
Sooo... guess it's just what marcus mentioned.
Weren't Snubbies Star League tech?
Title: Re: Warship Race Redux
Post by: Daryk on 13 April 2020, 18:24:02
Apparently the "Enhanced" and "Improved" existed alongside one another...
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 April 2020, 18:42:46
Ah, so the improved ppc was lower weight and size, and the enhanced ppc was an er with extra damage.
Didn't even know there were two. Still, that probably not meant.

It just occurred to me...  The lifeblood of this game is the decisions of the players; That and, obviously, the writing of our GMs.
But long term, what will players decide? Assuming we manage to hit 30 turns+, which I guess is a far way off.
Will we just react every after every battle with a new ship design that is meant to counter some devious machination of another player? Develop new doctrines?
I honestly wonder.
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 April 2020, 18:49:55
Ah, so the improved ppc was lower weight and size, and the enhanced ppc was an er with extra damage.
Didn't even know there were two. Still, that probably not meant.

It just occurred to me...  The lifeblood of this game is the decisions of the players; That and, obviously, the writing of our GMs.
But long term, what will players decide? Assuming we manage to hit 30 turns+, which I guess is a far way off.
Will we just react every after every battle with a new ship design that is meant to counter some devious machination of another player? Develop new doctrines?
I honestly wonder.

If we get 30 or 40 turns in, Im going to dance a dance of ritual joy, and then were gonna write this all up as an AU with a supplement full of stories from the whole timeline, and do a TRO of warships and pay someone to do art, and call it a win.
Title: Re: Warship Race Redux
Post by: truetanker on 13 April 2020, 20:32:34
If we get 30 or 40 turns in, Im going to dance a dance of ritual joy, and then were gonna write this all up as an AU with a supplement full of stories from the whole timeline, and do a TRO of warships and pay someone to do art, and call it a win. And get TPTB to get this canonized properly.

Fixed it right.

TT
Title: Re: Warship Race Redux
Post by: truetanker on 13 April 2020, 22:07:01
Oh... Hairbear....

What's a happenin'?

( Grins... with malice )

Speaking here Horatius, Marius's Tears and St. Andreas are my next targets in order. If no populace, colonizing them thur brute force!

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 14 April 2020, 06:25:01
Ok, I did a preliminary calculation, comparing two hypothetical players starting at 300b budget. Each of them wants to research 6 technologies over the next 6 turns. The budget by standard rises by 10b a turn.
#1 researches 3 a turn, and spends the rest of his budget exclusively on warships.
#2 researches 1 a turn, spends 5% on boosting the economy (resulting in a 1% income boost per turn), and the rest on warships.

The result was that in turn three the money spent on warships was already near equal, as player 1 had saved two techs worth of maintenance, and the ships build would have already incorporated the new technology at just one round of refits. After 6 turns, player 1 would actually have the bigger navy.
Of course, if both sides stopped researching technologies, player 2 would have a bigger income and could pull ahead a little.

So what I'm really asking with my previous (way up by now) question:

In the last game, new ship designs and new tactics came about mostly through:

Point 4, I believe, is hampered by us being able to just get that mostly done within a few turns, which in return also reduces the impact of point 3. How relevant #3 is is directly connected to the frequency of combat, and as such how much time the GMs sacrifice.
#1 is likely far less prevalent as well.

Now, I'm not saying we have a bleak outlook, but I worry a little. Maybe I shouldn't, but I always worry about something, and today it's this.^^
I just really want to see this game of ours to succeed.
An option would be to indeed ask some nebulous questions to players that will potentially influence the battles - turning players from head quartermaster/chief engineer into something of an admiral.
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 April 2020, 09:53:38
Unlimited - Im not ignoring your concerns.  Im mulling them over in my head, and watching how things develop over the next few turns.

More Broadly:
1.)  Realzing something major that was overlooked - Im adding three techs to the tech chart to represent 'Clanspec' for things where we dont offically have two different technoloties.  Clanspec Engines represent the smaller Clanspec XL engines, and the lighter Clanspec Dropship/Small Craft Drives, and similar things.  Clanspec Electronics represents the smaller/lighter Clanspec for Targeting Computers and suchlike.  Clanspec Structures is the golden child of these, representing Clanspec Internal Structures, Armors, and Heat Sinks - Armor specifically may be of interest to our players, as the 'Clan' version of Warship armor is better than the IS 'Version'.
'
Of course, in universe, these are unlikely to actually represent actual Clan Things, just instead representing advanced tech.

If we get closer, and it matters, I might consider doing similar for Society-level Tech (Wars of Reaving), but thats not a problem for today, or likely for this year.

2.)  RE: THN - I started out planning to mirror THN production, but realized that it would quickly stop making sense.  Our THN isnt outspending everyone else 20:1 or more (chosen to make this vaugely interesting rather than making all the players feel meaningless), and ship technology is going to evolve fast. 

I then considered keeping names and general descriptions, but ‘updating’ those things in response to conditions.  But then I get an ‘Essex but not an Essex, a Lola II that isnt’ and confusion for the casual reader.  Also, I have to handle these people, and that was so unfun I stared at the THN turns and deleted them and then did nothing.

So we get the New Model THN, aka ‘The GM is enjoying this’ and thus things like the Constitution Class Heavy Cruiser (dont shoot me!).  Shes better than the typical THN offerings, though far from perfect, but she was fun for me.  Shes also being built in vast numbers - because I see the THN going in for economies of scale.
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 April 2020, 14:04:01
So, having put dropshuttle bays on a warship, I got bored and made a thing.  Note that this is at best a mediocre stand-in for a DropSHIP, as a true Dropship would lose some tonnage to expanded fuel requirements and the need for better quarters.  A dropSHUTTLE, that rides from the jumppoint to orbit inside a parent warship, providing its own berthings and crew, has less need of such things.  Shes meant to be zero-tech, IE all commonly available game-start technology, so I suppose this could stand in for a 'Generic Armed Dropshuttle'.  36 Small Vehicles could instead be 12 ASFs or 12 Battlemechs.  A true Dropship version would look similar, but with less armor and armament if it kept the same carriage.

... And now that I built her, I realized that the 'second crew quarters' I put on Connie will be needed to house the crew of the vehicles and teh dropshuttles that deliver them, if shes carrying that, cause I didnt put specific troop quarters on her.   Oh, well.  Redundancy department pays off I guess.


Agincourt Class Dropshuttle

With the introduction of the Constitution class cruisers, the THN moved some of its construction resources from the newer KF-Boom equipped Dropship to the older, internally stored Dropshuttles, intended to fill out the Dropshuttle bays on the Constitution.  Whilst the internally carried shuttles could be optimized for numerous roles, including sensor picket, fighter support, or exploration, the first capability the Hegemony pursued was that of armed landing craft.

Though superficially similar, Dropshuttles have the advantage of being carried internally on the trip from jumppoint until they are released to swoop down on the defending planet.  Intended to be inhabited continuously for hours rather than months at a time, the Agincourt focuses its capabilities on transporting a full Battalion of 50 Ton THN Wellesly class Main Battle Tanks to the surface under the heaviest of fire. 144 Tons of StarPlate Standard plating wrap the elongated sphere and provide substantial protection from enemy fire, while over 50 Krupp Model 32 8cm Lasers ward off anything that would contest its landing.

The Agincourt is a basic design, with only the most spartan of crew facilities, rough and ready fittings, and a simplistic armor and armament loadout.  Given its role as a landing boat, rather than an extended operation space-fairing vessel, more involved fittings and design were rejected in favor of reliability, serviceability, and mass production.

Code: [Select]
Manufacturer: O'Neil Yards
Production Year:  2362
Use:  Military Spheroid
Type:  Battalion Transport
Tech Base:  Inner Sphere
Cost:  TBD

Mass: 4800
Structural Integrity: 40
Length: 84m
Width: 84m
Height: 127m
Drive System: O'Neil 500 Series Fusion
Safe Thrust: 2.5G
Maximum Thrust: 4G
Fuel: 100 Tons
Armament: 54 Large Lasers
Nose:  12 Large Lasers
Front Sides:  10 Large Lasers
Aft Sides: 8 Large Lasers
Aft:  6 Large Lasers
Armor: 2304 Armor Points
Fore:  604
Sides: 600
Aft: 500
Crew: 14 (steerage class quarters)
Heat Sinks: 432 (100%)
Carriage:
36 Light Vehicles
104 Tons, Cargo



Title: Re: Warship Race Redux
Post by: UnLimiTeD on 14 April 2020, 15:05:56

1.)  Realzing something major that was overlooked - Im adding three techs to the tech chart to represent 'Clanspec' for things where we dont offically have two different technoloties.  Clanspec Engines represent the smaller Clanspec XL engines, and the lighter Clanspec Dropship/Small Craft Drives, and similar things.  Clanspec Electronics represents the smaller/lighter Clanspec for Targeting Computers and suchlike.  Clanspec Structures is the golden child of these, representing Clanspec Internal Structures, Armors, and Heat Sinks - Armor specifically may be of interest to our players, as the 'Clan' version of Warship armor is better than the IS 'Version'.
'
Of course, in universe, these are unlikely to actually represent actual Clan Things, just instead representing advanced tech.
Ok, which one of those will be needed for battle armour?

So drop shuttles can actually stay in a ship during manoeuvre? Or just regular transit? I mean, makes sense, I just half assumed, what with the BT rules being as they are, that they'd have to disembark immediately.

Edit:
2.)  RE: THN - I started out planning to mirror THN production, but realized that it would quickly stop making sense.  Our THN isnt outspending everyone else 20:1 or more (chosen to make this vaugely interesting rather than making all the players feel meaningless), and ship technology is going to evolve fast. 
You do you! :thumbsup:
Though doesn't the THN need to outspend everyone? They can, theoretically, be attacked by everyone, after all. And thus, will never be able to strike at anyone with their full force.
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 April 2020, 15:24:28
I have no clue which one includes Battle Armor.  Given the intro date of the Star League Light Battle Armor, where would you suggest go on the chart?

Dropshuttle bays can carry dropshuttles while the parent vessel is under thrust, for the same reason that Vehicle Bays can carry vehicles while the parent vessel is under thrust.  If anything the case is stronger for dropshuttle bays, as they are, unlike vehicle and small craft bays, larger than the object carried.

And youll note the THN does still outspend everyone.  It just doesnt do it by ‘Build 100 Potenkims’ level.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 14 April 2020, 15:54:53
I seem to have overwritten the original post with my first edit. So here goes again, more or less:
Unlimited - Im not ignoring your concerns.  Im mulling them over in my head, and watching how things develop over the next few turns.
Please don't feel the need to justify yourself; I myself am mostly worrying being seen as a nitpicker. Quite the hypocrite, aren't I?  xp
[Ignore this part, I just felt the need to repeat it in case someone wanted to respond and then it was gone:If we eventually decide that researching is just a tad easy, I'd recommend to keep the system the same for 1 tech a turn, but for every further (up to 2), the research done would be chosen by GM diceroll between the 3 available in the section selected, and only available after the turn - you can, after all, hardly plan based on hopes and dreams. But let's do what you suggested and wait and see.]
Looking at my table, what I believe it mostly shows is that maintenance might now actually be a tad high. Maybe allow empty slipways to drop cost a bit for ships they could construct?


Also, I think we might want to split battlearmour into 2 techs (same for bracketing), and also add one for advanced small arms - they are, after all, our primary avenue for improving boarding operations, while half the tech tree is filled with things that improve ship  to ship combat.

Lastly, I mean, if, say, the Lyrans and FedSuns would team up (now why would they ever do that) and then decided to attach the TH, they'd actually have a valid chance, would they not?
They border 5 big nations. The DC, by contrast, only really has 2 big and 1 small.

Edit:  Actually do we have the Outworlds Alliance?  I think they have a bigger role in history than many other of the small powers.
Title: Re: Warship Race Redux
Post by: truetanker on 14 April 2020, 15:57:00
I think that the Nighthawks should be Black Boxed for close to 30 or so years after they are funded.

Reason only the Blackhearts get them and they were Black OPs. Going by that, whenever they, the (P)AL, is used it's going to be very few salvaged parts to retro engineer from. And then it's just time and multiply the amount needed to attain the tech. I suggest a 2.5 times the amount needed for R&D. losing 500 million for every year after the release date, IE: was Founded in 2990, 3000 it cost 2 times, 3010 : 1.5 cost and so on... by 3030 it's straight costs. Unlike the Funding date, TH should use it to fund the next gen.

But the TH should get to use it for a number of Turns before it is Founded, after all Funding made it...

And on the Clan part, let's see after we have the First SW... where Kerensky leaves with 2/3rds of the SLDF navy. Cause Kerensky left at the start of the war in canon, it's just we don't know it until after the war ended... 100 or so ears later...

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 14 April 2020, 16:05:32
Who knows if we'll ever have a succession war.
Title: Re: Warship Race Redux
Post by: kindalas on 14 April 2020, 16:30:26
I have no clue which one includes Battle Armor.  Given the intro date of the Star League Light Battle Armor, where would you suggest go on the chart?

I'd put it in with micro-construction.

And I think that we could look at giving opportunities to hide technology from our neighbors. Something along the lines of researching it and never using it.
Title: Re: Warship Race Redux
Post by: Daryk on 14 April 2020, 17:34:27
The Agincourt needs Small Lasers to fill out every fire arc up to the limit of the existing fire control with Small Lasers.

Point Defenses matter when nukes do...  ^-^
Title: Re: Warship Race Redux
Post by: truetanker on 14 April 2020, 18:22:51
You should play Daryk... we got a few spots opening... maybe you could play Circinus Federation? We need some pirate bandit support to make this fun...

TT
Title: Re: Warship Race Redux
Post by: Daryk on 14 April 2020, 18:35:37
If I wasn't going into work every day, sure... as it is...  :-\

The good news is I retire in three and a half more years...
Title: Re: Warship Race Redux
Post by: Smegish on 14 April 2020, 18:41:49
skip Circinus, inserted enough factions before their time for this game. The Cappies, RimJobs, Taurians and United Hindu Collective are still available though.
Title: Re: Warship Race Redux
Post by: Daryk on 14 April 2020, 18:43:20
IF I had time, I'd go for the Taurians in a heart beat...
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 April 2020, 18:49:56
OWA comes together in 2413, per Sarna.  I dont feel a need to add more out of context powers, nor do I anticipate the need to add OWA as an NPC faction, but if a potential player wanted them by near that time, I could be convinced.  That said, weve got a Great House and many others still looking for leaders...
Title: Re: Warship Race Redux
Post by: truetanker on 14 April 2020, 18:50:24
IF I had time, I'd go for the Taurians in a heart beat...

Hello Neighbor...

I'll be doing what that game is to you!

TT  ;)

Title: Re: Warship Race Redux
Post by: Daryk on 14 April 2020, 18:55:12
Think Kowloon Cutters with NUKES all the way, baby...  >:D
Title: Re: Warship Race Redux
Post by: Smegish on 14 April 2020, 19:31:12
We're going easy on the nukes here, to avoid them being the only winning answer, and every ship being bucketloads of missiles and PD and nothing else.
Title: Re: Warship Race Redux
Post by: Daryk on 14 April 2020, 19:33:51
Sure, but the Taurians are the one faction that should be breaking that norm...
Title: Re: Warship Race Redux
Post by: truetanker on 14 April 2020, 20:18:14
Well massed Mass Drivers is kinda the answer, once the tech is founded...

Unless the GM's agree to allow it earlier for you, it can be the same as a nuke.

Just saying...

TT
Title: Re: Warship Race Redux
Post by: Hairbear541 on 14 April 2020, 20:25:06
hello TT , how is new rome doing now . i think you forget the true heritage of new asgard , we certainly haven't . just remember that julius nor hadrian wanted to face our berserker fury . though we might make very good comrads in arms , don't try to strong arm the grendal nor the drakken , you want like what happens . we can be good neighbors , or perpetual enemies .
Title: Re: Warship Race Redux
Post by: truetanker on 14 April 2020, 20:48:41
Nova Roma is fine this time of year, thanks for asking... our slave pits seem anemic at the moment, if you have any care packages, please send us a few our way?

 xp

Also I'm currently not using either of my yards... ( psst! that purple byrd is looking elsewhere ) so... a few extra units if you need them... I'll just ask 1 Billion to use my yards. ( As long as I can keep the designs for my own use. )

As I said earlier up thread I'm looking to expanding, Lothario and of course you, but that takes time... PM sent...

Anyways... PM me back want this to be a surprise after all...

TT

Title: Re: Warship Race Redux
Post by: marcussmythe on 14 April 2020, 20:56:10
Trash talking.  I love it.

RE: Nukes.  As discussed in the opening post (which is huge, I get how people missed it), nukes Arent Gonna Be A Thing.  Or arguably, they already -are- a thing, and everything is scaled off of them.  Those Anti Ship Missiles?  Might be Casaba-Howitzer Nukes, or contact nukes, or what you will.  This is part and parcel of our upscaling capital damage (and armor and structure) from 10:1 to 100:1, and done because we want to run a Naval Arms Race.  Without that, as soon as anyone starts losing, they nukes on everything, everyone else has to do it to keep up, and the board gets flipped in nuclear fire.

Which makes a good story, but a poor naval arms race.  :)
Title: Re: Warship Race Redux
Post by: truetanker on 14 April 2020, 21:03:43
TH and their teensy white Elephant Fleet... sheesh where's my big Schtik?

Where my Taurians at!?!

TT
 >:D :thumbsup:
Title: Re: Warship Race Redux
Post by: Hairbear541 on 14 April 2020, 21:25:44
multi-stage baracuda , white shark and all that jaz
Title: Re: Warship Race Redux
Post by: Hairbear541 on 14 April 2020, 21:27:23
lets not forget the apollo and mistletoe pen-aids
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 15 April 2020, 07:34:37
I wonder. We have different tech progression, some differing factions, we'll probably soon have different politics and thus different events.
With how the race rapidly speeds away from the books, we might as well give our factions fantasy names, couldn't we?
And it also kind of calls into question the adherence to existing construction rules.
I mean, the basic idea of staying close to that is that others can easily replicate that - but our ships are based on what we can currently use, which is of no interest to the usual min/maxer until we reach the end of the tech tree, and hard to use by people caring for timelines, as it'll have no connection to what was usable in canon.
 :-X
Best not to think about it.
Also, will mass drivers have any benefits, similar to N-Gauss? Just like last iteration, I doubt anyone finds a serious use case for them, and they are pretty far down on the tech tree.

Edit: We still don't know what "Adv. PPCs" are, do we?
Edit2: Can we actually trade things with other players? Excluding technology.
Title: Re: Warship Race Redux
Post by: marcussmythe on 15 April 2020, 17:49:44
You can generally buy or sell ships, or I suppose fighters or jumpships or dropships, to other players, at whatever price both find agreeable.

Yard space could be rented to build in, and I -suppose- a yard could be ‘bought’ and then moved (or even bought and -not- moved?) but that would seem very odd, indeed, and Id have to think about it.

Tech Trading is currently set to ‘off’, because a lot of the cost of a new technology isnt pure RnD, its all the industry, training, and doctrine that goes into turning this cool new lab-only-toy into a mass-produceable weapon system, complete with production infrastructure,  logistical tail, and worked out tactics and doctrine for military use of this New Thing, integrated into the existing navy.
Title: Re: Warship Race Redux
Post by: Jester Motley on 15 April 2020, 22:59:55
I added individual vessel names for each class of warship the FedSuns have built.  Fluffy, and feel free to ignore it if its bothersome, but I figured it would help make turn writing a bit more interesting, especially if a particular vessel distinguishes itself over time.  For reference, its a hodge-podge of British and US names coupled with class name themes and... a bit of "I like the sound of that."  Okay, a lot of that last.
Title: Re: Warship Race Redux
Post by: Smegish on 16 April 2020, 00:29:53
I figured FedSuns would be British/French, but that works too. Some WWI/WWII french ships are damn hard for non-french speakers to pronouce too...
Title: Re: Warship Race Redux
Post by: Jester Motley on 16 April 2020, 14:49:40
AFFS Drapeau Blanc rolls off the tongue well, and has a nice ring to it.

I'm trying to avoid the blatant ship names like states or presidents, or kings and queens.  Though ships that are famous enough to turn heads 1000 years later are likely to happen.  (Victory, Dreadnaught, Endeavour, Bounty, Enterprise, Constitution, Warspite, Hood, Nelson, etc.)
Title: Re: Warship Race Redux
Post by: truetanker on 16 April 2020, 16:10:10
Where's the LCAF Sylvester-classes...  :-[

Which should lead the TH to make the Carrack-class...

 xp
TT
Title: Re: Warship Race Redux
Post by: Smegish on 17 April 2020, 09:10:52
Quick question Kindalas: the Infantry compartments on these ships, is the listed number the # of platoons, or men total?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 April 2020, 09:14:00
Why does he get those techs so cheap anyways?

Anyways, a style question here: I wanted to build a frontline ship and thought about going heavy Gauss instead of NAC-40. Now, I wonder - would it fit DC more to pick medium Gauss?
Title: Re: Warship Race Redux
Post by: kindalas on 17 April 2020, 09:14:47
Quick question Kindalas: the Infantry compartments one those ships, is the listed number the # of platoons, or men total?

If it is done in quarters it is by men, if it is in bays it is in platoons of 28.

Megameklab aparently reports the tonnage of the infantry bays and not the number of platoons/men.

FFS so Heimdaller 108 platoons (at 5 tons each for 540) and 2268 marines in quarters.

So the Heimdaler 1a has 2200 ish long term marines and a 81 cargo bay platoons.

I changed it because I decided that boarding actions (and health & safety inspections) would be a staple of Lyran doctrine.
Title: Re: Warship Race Redux
Post by: kindalas on 17 April 2020, 09:16:35
Why does he get those techs so cheap anyways?

Anyways, a style question here: I wanted to build a frontline ship and thought about going heavy Gauss instead of NAC-40. Now, I wonder - would it fit DC more to pick medium Gauss?

Tech Price is 10 billion plus 10% of revenue.

But each nation already having the tech (in previous turns) you get a discount of 1 billion and 1% to a max of 5 and 5%

So since Mechs and IFA were already researched there was a discount.
Title: Re: Warship Race Redux
Post by: Smegish on 17 April 2020, 09:18:31
Why does he get those techs so cheap anyways?


Those techs should be costing 40.3 Billion each (10B + 10% of naval budget). Price reductions for stuff invented turn 1 won't kick in till turn 3.
Title: Re: Warship Race Redux
Post by: kindalas on 17 April 2020, 09:21:09
Those techs should be costing 40.3 Billion each (10B + 10% of naval budget). Price reductions for stuff invented turn 1 won't kick in till turn 3.

I totally knew that 2 turn delay thing.

I will revise my numbers. Sorry about that.
Title: Re: Warship Race Redux
Post by: Smegish on 17 April 2020, 09:26:01
If it is done in quarters it is by men, if it is in bays it is in platoons of 28.

Megameklab aparently reports the tonnage of the infantry bays and not the number of platoons/men.

FFS so Heimdaller 108 platoons (at 5 tons each for 540) and 2268 marines in quarters.

So the Heimdaler 1a has 2200 ish long term marines and a 81 cargo bay platoons.

I changed it because I decided that boarding actions (and health & safety inspections) would be a staple of Lyran doctrine.

So by the same math the Snotra 1a holds 36 platoons?

Also variants of a ship need to be no more than +/-10 SI away from the original. So either that Heimdallr 1a is incorrect, or a new ship and the prototype cost is 25%, not 10%.
Title: Re: Warship Race Redux
Post by: marcussmythe on 17 April 2020, 09:36:14
Remember to check to make sure your refit is allowed.  A variant can ‘vary’ more than a refit can.  Its an easy mistake to make, I did it a few times last game. 

Ive wondered if I should relax the refit rules, but Id have to raise the cost (radically).  Real world refits could approach the cost of a whole new ship, once you start changing powerplant and armament and armor - which is logical, cause your essentially at that point building a new ship into the hull of the old one!  So I kept refits limited and pricing simple, rather than doing all the math to work out every part of refitting

Yes, the Heimdallr carries all those troops.  She was originally a hybrid warship/combat transport, with 2 regiments of 50 ton vehicles, each vehicle carrying a full 28 man platoon and enough small craft to drop those regiments in two passes.  Once a player took over, the vehicle bays were dropped, but she still has more infantry than god on board, and I suppose she will still function as an infantry transport and gods own terrifying boarding ship (though my version wouldnt want to carry all those infantry for LONG, they are in bay quarters rather than long term berths.  Idk if this changed or not in his)
Title: Re: Warship Race Redux
Post by: kindalas on 17 April 2020, 10:05:04
So by the same math the Snotra 1a holds 36 platoons?

Also variants of a ship need to be no more than +/-10 SI away from the original. So either that Heimdallr 1a is incorrect, or a new ship and the prototype cost is 25%, not 10%.

Remember to check to make sure your refit is allowed.  A variant can ‘vary’ more than a refit can.  Its an easy mistake to make, I did it a few times last game. 

Ive wondered if I should relax the refit rules, but Id have to raise the cost (radically).  Real world refits could approach the cost of a whole new ship, once you start changing powerplant and armament and armor - which is logical, cause your essentially at that point building a new ship into the hull of the old one!  So I kept refits limited and pricing simple, rather than doing all the math to work out every part of refitting

Yes, the Heimdallr carries all those troops.  She was originally a hybrid warship/combat transport, with 2 regiments of 50 ton vehicles, each vehicle carrying a full 28 man platoon and enough small craft to drop those regiments in two passes.  Once a player took over, the vehicle bays were dropped, but she still has more infantry than god on board, and I suppose she will still function as an infantry transport and gods own terrifying boarding ship (though my version wouldnt want to carry all those infantry for LONG, they are in bay quarters rather than long term berths.  Idk if this changed or not in his)

I'm now double checking the math on everything.

Because I did I quick Heimdaler check of my two files and I didn't touch the SI so consider my turn a very early draft instead of a correct but missing fluff.

Title: Re: Warship Race Redux
Post by: marcussmythe on 17 April 2020, 10:07:23
No worries!  Im almost always fiddling, even when Im not error correcting.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 17 April 2020, 14:22:38
Should have my turn posted in the next day or so: I’ve done everything but input my new ship into the construction formula so far... course I’ve had to triple check my math after royally missing a couple digits lol
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 April 2020, 14:50:12
Would it be ok if I compiled a list of all potentially relevant techs I can find/remember (that we currently don't have)?

Also, is fleet intelligence factored into the outcome of "conflict"? - might not be actual battle.
Title: Re: Warship Race Redux
Post by: marcussmythe on 17 April 2020, 14:55:11
Would it be ok if I compiled a list of all potentially relevant techs I can find/remember (that we currently don't have)?

Also, is fleet intelligence factored into the outcome of "conflict"? - might not be actual battle.

If you think theres something relevant that the game would be better for adding, by all means.

As far as ‘fleet intelligence’ - Im not sure what aspect you mean.  Like ‘Who has better spies?’  Who has better scouting?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 April 2020, 15:02:32
Well, I remembered the "bug-eye" star league reconnaissance ship, and I wondered, what could we actually do with it?
And whether we could, for example, hire some innocuous jumpships to act as pickets, to tell our fleet if engaging or retreating would be the sound thing to do.
Title: Re: Warship Race Redux
Post by: marcussmythe on 17 April 2020, 15:10:33
If you build dedicated intel craft, youll probably have better intel.  Enough better to justify the costs?  Hard to say.

I assume that things that could be done cheaply and off board (bribing JS crew to keep eyes open, general intel work, yadda) are already being done.  Were looking for warships and warship stuff, not a full up 4X simulator with godlike control of every aspect of the government.
Title: Re: Warship Race Redux
Post by: Smegish on 17 April 2020, 16:34:46
Kindalas: Ignore my issue with the Heimdallr's SI... somewhere between marcus' version of turn one and yours it was changed to 120, and I somehow missed it. Carry on.
Title: Re: Warship Race Redux
Post by: Daryk on 17 April 2020, 17:59:32
With regard to carrying troops, the break even point between bay and quarters is around 90 days.  Shorter than that, bays are more efficient.  Longer, go with quarters.
Title: Re: Warship Race Redux
Post by: Smegish on 17 April 2020, 18:22:52
At the moment I'm thinking unless the ship is taking part in invasion efforts -launching or relieving- the bays are empty, and only marines in quarters are aboard, unless people are stating otherwise.

Title: Re: Warship Race Redux
Post by: marcussmythe on 17 April 2020, 18:32:36
With regard to carrying troops, the break even point between bay and quarters is around 90 days.  Shorter than that, bays are more efficient.  Longer, go with quarters.

I also assume some QOL factors, as well, that may go to crew efficiency on long deployments.  Its not going to be a huge effect or come up all that often, nor should it as its pretty cheap tonnage wise to give good quarters - but its part of the difference between a force projection navy and a stay at home defensive one.

Agreed as to transport capability.  Marines are assumed to be carried (and on the Naval chain of command).  Troops and vees and mechs belong to the army.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 April 2020, 20:18:56
Damn, I've been wondering if medium N-Gauss wouldn't fit the DC better than heavy, but they never used the things. And heavies only past 3050.
Their designs are pretty much an eclectic mix of Naval lasers and autocannon sizes, usually up to 35s (which my neighbours already have) and smaller NPPCs - which I haven't developed.
Guess I'll have to tread new ground.

Anyways, techs:
I think we should have a tech for battlesuits in advancement, and another one for advanced suits in strengthening (reflecting both assault/magnetic suits on the ground, and dedicated space suits). Do we have a tech for sub-compact drive cores?

Maybe, as Alsadius back when theorized, we could split bracketing into 2?
As a suggestion based on that, would be interesting if, given sufficient sensor coverage, we could bracket similar weapons on different ships - though that's far into the future.
Title: Re: Warship Race Redux
Post by: marcussmythe on 17 April 2020, 20:31:36
Damn, I've been wondering if medium N-Gauss wouldn't fit the DC better than heavy, but they never used the things. And heavies only past 3050.
Their designs are pretty much an eclectic mix of Naval lasers and autocannon sizes, usually up to 35s (which my neighbours already have) and smaller NPPCs - which I haven't developed.
Guess I'll have to tread new ground.

Anyways, techs:
I think we should have a tech for battlesuits in advancement, and another one for advanced suits in strengthening (reflecting both assault/magnetic suits on the ground, and dedicated space suits). Do we have a tech for sub-compact drive cores?

Maybe, as Alsadius back when theorized, we could split bracketing into 2?
As a suggestion based on that, would be interesting if, given sufficient sensor coverage, we could bracket similar weapons on different ships - though that's far into the future.

I think using networked sensors to improve the accuracy of fire from multiple ships is arguably covered under NC3.

If people want to further expand the tech chart,  by adding (let us say) PAL, Full Bore Battlesuits, and Sub-Compact Cores, id be willing to look at it.

For now, however, what Im most interested in is the DC and FWL turns.  :)  As for picking weapons... its 2360.  The DCN is what you say it is.  If you want massed Naval Gauss, make it so.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 17 April 2020, 20:51:07
Can someone input my latest design into the Spreadsheet construction: for some reason my Microsoft Suite ain't working properly. I've triple checked in MML and using StratOps and it checks out there but i want to make sure in the proper construction methods lol. Might have issues with the armor again like last time.

Code: [Select]
Hund-class Frigate

Mass: 250,000 tons
Technology Base: Inner Sphere
Introduced: 2500
Mass: 250,000
Battle Value: 46,396
Tech Rating/Availability: E/E-X-E-F
Cost: 7,059,972,000 C-bills

Fuel: 5,000 tons (12,500)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 4
KF Drive Integrity: 7
Heat Sinks: 1,200
Structural Integrity: 90

Armor
    Nose: 39
    Fore Sides: 32/32
    Aft Sides: 32/32
    Aft: 22

Cargo
    Bay 1:  Fighter (12)            4 Doors   
    Bay 2:  Cargo (9597.0 tons)     1 Door   

Ammunition:
    120 rounds of Killer Whale ammunition (100 tons),
    60 rounds of NAC/30 ammunition (0.8 tons)

Dropship Capacity: 3
Grav Decks: 1 (120 m)
Escape Pods: 6
Life Boats: 4

Crew:  20 officers, 75 enlisted/non-rated, 24 gunners, 24 bay personnel, 48 marines

Notes: Mounts 450 tons of standard aerospace armor.

Weapons:                                       Capital Attack Values (Standard)
Arc (Heat)                                 Heat  SRV     MRV     LRV      ERV    Class     
 
Nose (470 Heat)
2 Naval Autocannon (NAC/30)                200  60(600) 60(600) 60(600)   0(0)   Capital AC 
    NAC/30 Ammo (60 shots)
2 Naval PPC (Medium)                       270  18(180) 18(180) 18(180) 18(180)  Capital PPC

FRS/FLS (280 Heat)
4 Naval Laser 45                           280  18(180) 18(180) 18(180) 18(180)  Capital Laser

RBS/LBS (40 Heat)
2 Capital Missile Launcher (Killer Whale)  40   8(80)   8(80)   8(80)    8(80)   Capital Missile
    Killer Whale Ammo (60 shots)

ARS/ALS (280 Heat)
4 Naval Laser 45                           280  18(180) 18(180) 18(180) 18(180)  Capital Laser
Title: Re: Warship Race Redux
Post by: kindalas on 17 April 2020, 22:54:29
I went through and fixed my numbers.

Kept the R&D and edited the infantry bay numbers to explicitly state the number of bay troops.

Will be writing up the LCN Doctrine and then the Fluff tomorrow.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 18 April 2020, 05:23:59
Let me put it this way: A marine is 1 marine point (duh), 2 if he's wearing heavy body armour.
A battlesuit ranges between 1 and 8.75. I'll finish my turn ASAP.

... I'm really hanging on what to research in Strengthening - Eventually, I'll have to venture down there, and, as I've shown, researching late costs you more than it saves you, but... I don't see what blazers actually get me, and I don't want to research what everyone else is researching.
Title: Re: Warship Race Redux
Post by: Smegish on 18 April 2020, 06:18:00
Blazers get you an energy weapon that CAN hurt a ship with up to 120 cap scale armour in sufficient numbers, where no amount of large lasers or PPCs will do so even if you have thousands of em.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 18 April 2020, 06:38:44
Ah, right. Well, that's still not worth much if I don't intend to hunt down jumpships with fighters.
And on Warships, small weapons are essentially just missile defense.
So... didn't someone offer yard space for rent? How would I go about actually using that?

Edit: A suggestion for maintenance:

I discussed this during the last iteration of the warship race, but it died before we got there.
I believe that, with maintenance costs being as high as they are (I think 40% would be a better base value), we should vary the cost of certain equipment to both fit the fluff and/or make them more useful.
Examples:
Code: [Select]
Naval Gauss Rifles are said be be relatively save, and fire solid slugs by means of electrically induced magnetism. Their maintenance should probably be relatively low, as would be their peacetime ammunition upkeep. In turn, the rifles are fiendishly expensive.
Conversely, Naval autocannons are dirt cheap for what they bring to the table, but their modus operandi is likely to cause significantly more wear.
I remember having read somewhere that the barrel of an NAC 40 would need to be replaced every average magazine.

Further, docking collars are extremely expensive, but at least, they grant you flexibility.
But with upkeep as it is, they are even more of an economic burden than they were before. If I calculated this correctly, it costs laround 400m a turn in upkeep to have a collar somewhere?
That means that the means to transport a dropship costs more every turn than the actual dropship.
So I suggest having a maintenance multiplier on some pieces of equipment, and to create a maintenance value in the spreadsheet itself, which will then be printed with the rest of the output to save players from having to worry about that.
Title: Re: Warship Race Redux
Post by: Daryk on 18 April 2020, 07:33:49
What's that?  Blazer Cannons live again??  :D
Title: Re: Warship Race Redux
Post by: marcussmythe on 18 April 2020, 07:54:41
Ah, right. Well, that's still not worth much if I don't intend to hunt down jumpships with fighters.
And on Warships, small weapons are essentially just missile defense.
So... didn't someone offer yard space for rent? How would I go about actually using that?

Edit: A suggestion for maintenance:

I discussed this during the last iteration of the warship race, but it died before we got there.
I believe that, with maintenance costs being as high as they are (I think 40% would be a better base value), we should vary the cost of certain equipment to both fit the fluff and/or make them more useful.
Examples:
Code: [Select]
Naval Gauss Rifles are said be be relatively save, and fire solid slugs by means of electrically induced magnetism. Their maintenance should probably be relatively low, as would be their peacetime ammunition upkeep. In turn, the rifles are fiendishly expensive.
Conversely, Naval autocannons are dirt cheap for what they bring to the table, but their modus operandi is likely to cause significantly more wear.
I remember having read somewhere that the barrel of an NAC 40 would need to be replaced every average magazine.

Further, docking collars are extremely expensive, but at least, they grant you flexibility.
But with upkeep as it is, they are even more of an economic burden than they were before. If I calculated this correctly, it costs laround 400m a turn in upkeep to have a collar somewhere?
That means that the means to transport a dropship costs more every turn than the actual dropship.
So I suggest having a maintenance multiplier on some pieces of equipment, and to create a maintenance value in the spreadsheet itself, which will then be printed with the rest of the output to save players from having to worry about that.

RE:  Yard Space - as I see it, your asking another power to build the ship, and then agree to sell it to you.  They would charge you RnD and production cost, and some overage to defray the cost of building the yard.  It would be limited to something they can build using their technology.

Re:  Variable maintenance on various ship parts - that seems like more work than I want to do.  Further, the cost of a collar is not the 1000 tons hanging on the side of the ship.  Its how it interacts with the most delicate, complicated, and expensive thing known to man (a K-F Core) and that KF Core being able to move its FTL field out beyond the ship to cover whatever it is that latched onto it this week.  Im figuring lots of computers and engineering delicacy.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 18 April 2020, 11:34:38
A question on my last turn:
Actually, before I spend all that, a question: (cross-posted in the out of character thread, where it should be answered).
Quote
New Samarkand   1/2         
Luthien      1/1         
Midway      1         
            
Repairs            
            
Maintanence               50%   0
Prototype Cost         Kutai      4,824   1,201
            Fubuki      6,391   1,598
            Onsen      460   115
Construction         Unit Price   
Shipyards   Existing Yards   All S1 > S2      40,000
Shouldn't that be 2x 20000m + 2x 10000m = 60b?

Also, does the maintenance on recharge stations eat up the economic benefits?
Title: Re: Warship Race Redux
Post by: marcussmythe on 18 April 2020, 11:48:50
You had, at the beginning of turn 1, 3 size 1 yards, and 3 size two yards.

You had one size one yard each at three different systems, New Samarkand, Luthien, and Midway.  Meanwhile, the size two yards distributed with two of them at New Samarkand, one over Luthien, and zero over Midway.

The cost to upgrade the New Samarkand and Luthien Class 1 yards would normally be 20b each, BUT there was already a size 2 yard there, so you get it at half price.  Thus 10b each.  The Midway system did not already have a size two yard, so it was full price, 20b for that upgrade.  Total of 40b.

Recharge stations have to be paid for.  They improve movement speed throughout the realm, and thus facilitate fleet deployment and support.  Further, depending on how well armed, they also serve antipiracy and military defense functions.  They likely encourage long term economic growth as well, but how long it will take for that growth to raise the general economic prospects of the Draconis Combine on the whole to make it ‘worthwhile’ to you in terms of increased military budgets is a complicated question to which there are no easy answers - like any infrastructure project.

Title: Re: Warship Race Redux
Post by: UnLimiTeD on 18 April 2020, 11:56:03
Ah, crap, I read that wrong. My bad. ^^
I guess I'd write 1/2/1 as 1/2/2/3 myself.  ;D
Ok, got it. Thanks.
Title: Re: Warship Race Redux
Post by: marcussmythe on 18 April 2020, 12:05:16
Ah, crap, I read that wrong. My bad. ^^
I guess I'd write 1/2/1 as 1/2/2/3 myself.  ;D
Ok, got it. Thanks.

The standard format is System Lvl 1/Lvl2/Lvl3

Breaking it down by where the yards are located, and spreading them out (despite the expense) is of course important because a single system carrying all your major yards will take many turns to replace if knocked out.

As for buying and selling ships - the THN isnt selling anything it considers a ‘capital class’ vessel to anyone, so no size 4s.  Smaller custom construction is possible.  Likely 10% markup.

The CC would be happy to sell yard space, again at a 10% markup, to any non-neighbor (so DC, LC, PoR, and RWR definitely.  MaAaaaybe IP or Marians.)

Now, the bloom off the rose - they can only build what -they- can build.  Tech isnt a ‘hand over the blueprints and done’, its all the infrastructure costs and tooling and training.   As an example, a genie could hand the plans down to every last detail for, say, building a B-29, to the US in 1910.  This does mean B-29s in 1910.  Likely not in 1920!  You have to build the machines to build the machines, yadda.  So if you buy a CC warship, its limited to CC tech.

Now, if you wanted to buy a pile of solid size 4 ships now, to have the efficient weight, and start refitting with your preferred tech in job lots once you have size class 4 yards of your own, thats your buisness.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 18 April 2020, 12:54:30
I actually wanted to build a sort of fleet tender - with tug equipment and room for extra cargo and spares.
Should all be starting technology.
Originally, I wanted to add a repair facility to service destroyers, but turns out the extra maintenance is kind of prohibitive.
So... should be possible. I haven't crunched all the numbers yet, though.
Title: Re: Warship Race Redux
Post by: Smegish on 18 April 2020, 18:51:58
Questions about the Shunryaku: What is the capacity for the Pressurized Repair Bay, and how much cargo does it carry?

Also curious why you mothballed 2 kutai and built 4 new ones, but hey you don't need to explain that if you don't want.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 18 April 2020, 19:56:35
It's all an economic scam.  :D Or, well, actually not too far from the truth.
I suppose building two new ones and putting them into mothballs as a strategic reserve wouldn't make much sense in our ruleset?
But, as a warlike nation, I think I owe it to the populace to keep up warship production.  xp
The Shinryakusen has 21771 tons of Cargo space, and the repair bay is just big enough to service its own shuttles.
It makes little sense economically, what with how expensive those bays are, but I figured the Navy would see the benefits.

I'm sorry I didn't manage to get the last ship design converted to the spreadsheet in time, I had a very busy day.


Here's the WIP output:
Code: [Select]
Linebreaker DCB-1a
Mass: 750,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 2460
Mass: 750,000
Battle Value: 89,632
Tech Rating/Availability: E/E-X-E-X
Cost: 8,068,880,000 C-bills

Fuel: 7,500 tons (18,750)
Safe Thrust: 4
Maximum Thrust: 6
Sail Integrity: 5
KF Drive Integrity: 16
Heat Sinks: 1,290
Structural Integrity: 150

Armor
    Nose: 175
    Fore Sides: 175/175
    Aft Sides: 150/150
    Aft: 165

Cargo
    Bay 1:  Small Craft (48)        4 Doors   

Ammunition:
    30 rounds of NAC/40 ammunition (2.4 tons),
    180 rounds of NAC/10 ammunition (1.2 tons),
    40 rounds of Heavy N-Gauss ammunition (1 tons)

Dropship Capacity: 1
Grav Decks: 2 (109 m, 80 m)
Escape Pods: 5
Life Boats: 45
Crew:  42 officers, 153 enlisted/non-rated, 46 gunners, 240 bay personnel, 5 passengers, 40 marines

Notes: Equipped with
    3 Space Mine Dispenser
2,250 tons of standard aerospace armor.

Weapons:                           Capital Attack Values (Standard)
Arc (Heat)                     Heat  SRV     MRV     LRV      ERV    Class       
Nose (236 Heat)
2 Naval Autocannon (NAC/10)    60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/10 Ammo (30 shots)
12 Small Laser                 12   4(36)    0(0)    0(0)     0(0)   Point Defense
3 Large Laser                  24   2(24)   2(24)    0(0)     0(0)   Laser       
2 Naval Laser 45               140  9(90)   9(90)   9(90)    9(90)   Capital Laser
FRS/FLS (225 Heat)
2 Naval Autocannon (NAC/10)    195  60(600) 60(600) 20(200)   0(0)   Capital AC 
    1 Naval Autocannon (NAC/40)
    NAC/40 Ammo (15 shots)
    NAC/10 Ammo (30 shots)
12 Small Laser                 12   4(36)    0(0)    0(0)     0(0)   Point Defense
1 Naval Gauss (Heavy)          18   30(300) 30(300) 30(300) 30(300)  Capital Gauss
    Heavy N-Gauss Ammo (20 shots)
RBS/LBS (236 Heat)
2 Naval Autocannon (NAC/10)    60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/10 Ammo (30 shots)
12 Small Laser                 12   4(36)    0(0)    0(0)     0(0)   Point Defense
3 Large Laser                  24   2(24)   2(24)    0(0)     0(0)   Laser       
2 Naval Laser 45               140  9(90)   9(90)   9(90)    9(90)   Capital Laser
ARS/ALS (152 Heat)
12 Small Laser                 12   4(36)    0(0)    0(0)     0(0)   Point Defense
2 Naval Laser 45               140  9(90)   9(90)   9(90)    9(90)   Capital Laser
Aft (96 Heat)
2 Naval Autocannon (NAC/10)    60   20(200) 20(200) 20(200)   0(0)   Capital AC 
    NAC/10 Ammo (30 shots)
12 Small Laser                 12   4(36)    0(0)    0(0)     0(0)   Point Defense
3 Large Laser                  24   2(24)   2(24)    0(0)     0(0)   Laser       

It's not quite done, and maybe a little too optimised atm, but it's pretty close in theme to what I wanted (so ye almighty GMs can plan with that).
That, and a 1 mt fleet tender - sadly I can't afford the repair bay - to be bought from the CC, if that offer still stands. To be paid upon construction.
Title: Re: Warship Race Redux
Post by: marcussmythe on 18 April 2020, 20:22:46
At 4/6 and 150 SI, shes an interesting approach.  If you still want to build them next turn, Im not going to yell about it being optimized.

I dont know if the CC will have its class 4 yard space open or not, because I dont know yet whats going to happen between T2 and T3.
Title: Re: Warship Race Redux
Post by: kindalas on 18 April 2020, 20:47:41
Updated my Fluff.

First part.

More to come, I'm trying to keep things interesting for the audience.
Title: Re: Warship Race Redux
Post by: marcussmythe on 18 April 2020, 21:36:58
I like the fluff.  Your Jacky Fisher expy has the same voice I gave her last time.  :)

Re:  Archon - pick a name you like, youve got 9 right now, and none is supreme.  Historically, Marsden throws a coup soon, and then his child marries a Steiner, dies, and its suddenly House Steiner and were moving the capital to Tharkad.  Of the 9, Kevin Tamar of the Tamar Pact is probably, currently, first among equals, inasmuch as they have such a thing.
Title: Re: Warship Race Redux
Post by: kindalas on 18 April 2020, 23:32:44
I like the fluff.  Your Jacky Fisher expy has the same voice I gave her last time.  :)

Re:  Archon - pick a name you like, youve got 9 right now, and none is supreme.  Historically, Marsden throws a coup soon, and then his child marries a Steiner, dies, and its suddenly House Steiner and were moving the capital to Tharkad.  Of the 9, Kevin Tamar of the Tamar Pact is probably, currently, first among equals, inasmuch as they have such a thing.

I have my house books open right now. I'll fish out a famous family name and then run with it.

And I'll have to prep for the not quite civil war that's coming.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 19 April 2020, 04:49:44
I dont know if the CC will have its class 4 yard space open or not, because I dont know yet whats going to happen between T2 and T3.
Right. I forgot they'd first have to build the yard before they can rent it out. Well, nevermind then.
And I sadly can't rent out production of the new combat ship, as that includes new equipment.
Kind of :(, actually - I wanted to bring the first ship online early and then immediately refit them next turn as new tech became available.  ;D
Also, can someone explain the attached picture from the map?
Title: Re: Warship Race Redux
Post by: marcussmythe on 19 April 2020, 06:16:47
Right. I forgot they'd first have to build the yard before they can rent it out. Well, nevermind then.
And I sadly can't rent out production of the new combat ship, as that includes new equipment.
Kind of :(, actually - I wanted to bring the first ship online early and then immediately refit them next turn as new tech became available.  ;D
Also, can someone explain the attached picture from the map?

The yards are built.  I just dont know if theyll want their own ships in them next turn.  The reason they didnt build in the this turn is no money.

And I think that picture means ‘starting in 2789, the name changed to ‘Bob’.  And do you blame them?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 19 April 2020, 07:59:49
 :D ;D Yes, yes I do.
So we can immediately build ships in the yards we upgrade in that same turn? 
Title: Re: Warship Race Redux
Post by: marcussmythe on 19 April 2020, 08:54:30
:D ;D Yes, yes I do.
So we can immediately build ships in the yards we upgrade in that same turn?

Yes.  Similarly, newly built ships can fight, newly researched technologies are useable, etc.  You can upgrade a yard and then have that count for lowering the costs of other yard upgrades in the same turn.  Everything is pretty much going into effect all at once, for simplicities sake.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 19 April 2020, 09:03:44
Ah, ok, then I can actually create the prototype this turn.
And I could have ordered fleet tenders from the CC.
Sorry, CC, but now I ran out of budget already. Shipyard expansion and research already ate half of it.

Edit: I have tentatively finalized my post. The new ship somehow ended up with more space than envisioned, and I have no idea where it came from. For now, it just has a bit of extra cargo, but it's meant as a prototype. Who knows, it may actually have a glaring weakness. Like no ammo for its missiles *cough*.
Title: Re: Warship Race Redux
Post by: marcussmythe on 19 April 2020, 09:28:35
Its always about tradeoffs! 

The CCs plan, good or otherwise, is to invest in yards now, pick up the cheap/popular techs later, and then build heavily.  As long ad their extant fleet, 18 vessels of collective 30 size, stays competitive with their neighbors, theyll probably stick with it, using the large yards to encourage civilian building and where possible to defeay production cost by leasing space.

The THN is trying to ‘regularize’ their force around fewer classes that can fill multiple roles, trying to keep a powerful combat force that can also cover their needs under what is (to them) a tight budget.
Title: Re: Warship Race Redux
Post by: truetanker on 19 April 2020, 19:38:52
Unlimited~

Dunklewälderdunklerflüssenschattenwelt translates to dark forests dark rivers shadow world.

Or Bob for short, really means a very dark forested and heavily shadowed world with dark rivers...

Hope that helps!

TT
Title: Re: Warship Race Redux
Post by: truetanker on 19 April 2020, 19:44:50
How would I go about hiring Pirates / Mercenaries to distract others, if say a Jolly Roger escapade?

Just asking for future references...

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 20 April 2020, 04:41:09
Oh, I can read german just fine. It's just such a wonderfully wacky name, why would someone change it to "Bob"?

I think I'll try to get my next turn done a bit quicker, though, had the feeling people were waiting for me.  xp
Btw, guess we won't use large repair bays?
I think I had the discussion in the past with Alsadius as well, not quite sure anymore what the result was. I think we considered making the Facilities ignore cost multipliers?
Title: Re: Warship Race Redux
Post by: kindalas on 20 April 2020, 12:58:34
Regarding the costs of KF cores.

Regarding the costs of Primitive cores.

Since we have discounted dropshuttle bays.

Can we discount the primitive cores from the RAW of 5 (same as compact cores) down to something more reasonable.

Say to (40-RangeLY)/10 or in English a multiplier of 1 for 30ly of range. Scaling to 2.5 for 15 ly in range.

And I really want to argue for changing the support system cost formula but I think that would unravel a can of worms regarding warship costs, but only because every warship just costs 2 Billion more for no reason.

I don't really want to invest in primitive cores but I like them for the flavor they represent.

Title: Re: Warship Race Redux
Post by: marcussmythe on 20 April 2020, 13:07:16
I think we need to leave core costs alone, at least for extant vessels.  Without the ‘extra hull premium’ there is no tradeoff between large and small hulls.. 4x250kt costs as much as 1x1MT, but are far more flexible, arguably more resilient (4x as many criticals to cripple, 4x as much IS to kill).  So its all corvettes.  As it is, we have hard choices between paying for yards to build the big ships that carry more stuff per C-Bill, as opposed to the swarm (laid out above).

Im not opposed to changing the costs for Primitive Cores, but Im not highly motivated to make Smegish change the google sheet again for something basically noone would use.  Will wait for others to weigh in.
Title: Re: Warship Race Redux
Post by: kindalas on 20 April 2020, 13:32:02
I think we need to leave core costs alone, at least for extant vessels.  Without the ‘extra hull premium’ there is no tradeoff between large and small hulls.. 4x250kt costs as much as 1x1MT, but are far more flexible, arguably more resilient (4x as many criticals to cripple, 4x as much IS to kill).  So its all corvettes.  As it is, we have hard choices between paying for yards to build the big ships that carry more stuff per C-Bill, as opposed to the swarm (laid out above).

Im not opposed to changing the costs for Primitive Cores, but Im not highly motivated to make Smegish change the google sheet again for something basically noone would use.  Will wait for others to weigh in.

That's the biggest problem with the primitive cores, there is zero cost incentive to use them right now. Since a compact weighs less and has twice the range.

But maybe I've been reading too much on the fanfiction boards.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 20 April 2020, 15:04:31
If it's just the costs, it would not affect the compatibility with "vanilla" Battletech, would it?
In which case, I'd volunteer to do that.
(I'd have done the same for maintenance costs)
If we just go by cost, it's pretty much all autocannons and no collars, anyways. I think that would get rather boring, rather quickly.

The thing with primitive equipment is, it was supposedly in place before the "standard" equipment - we just glossed over it.
As far as I remember, there probably wouldn't be much in the way of fighters now, and IFA is still 140 years off.
In the case of K-F cores, it's kinda sad because they would actually have an interesting mechanic - save money by sapping your own mobility.
Title: Re: Warship Race Redux
Post by: Daryk on 20 April 2020, 18:32:45
The Taurians would be all over cheaper ships with shorter range cores.  If they cost the same, though...
Title: Re: Warship Race Redux
Post by: kindalas on 20 April 2020, 19:21:30
I sort of regret bringing it up.

I feel like it is the sort of minutiae that would bog the game down and cause it to stall.

But it is something that I'd bring up during the planning of the next game whenever that is.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 20 April 2020, 20:52:11
Honestly your waiting for me to finish lol...

The Taurians would be all over cheaper ships with shorter range cores.  If they cost the same, though...

This: because the PoR is so small they would definitely go for this. But that needs discussions of course.

EDIT: Finished my turn, once again double checked but if anyone finds anything let me know.

Sorry bout the formatting somethings messed up with my Microsoft Office suite so I had to purge it from my computer and buy a new one. Stimulus check mostly gone and I got it last week :(
Title: Re: Warship Race Redux
Post by: kindalas on 20 April 2020, 23:42:51
I added all of the Fluff, and doctrine for the LCN is included in the Fluff.

The LCN has embraced boarding actions as their signature move.

That and PPCs.

The Marsden Fighter should bring nightmares to the enemies of the Lyran Commonwealth.

You know once they figure out what makes it special.

I included cargo on it so pilots could nap and eat when on mission.

Well when there are pilots on missions.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 21 April 2020, 00:47:55
Mine will be up Wednesday at the latest. Finals took more time than I thought. Sorry for the delay, but I shouldn't have any more problems.
Title: Re: Warship Race Redux
Post by: Smegish on 21 April 2020, 01:51:40
Honestly your waiting for me to finish lol...

This: because the PoR is so small they would definitely go for this. But that needs discussions of course.

EDIT: Finished my turn, once again double checked but if anyone finds anything let me know.

Sorry bout the formatting somethings messed up with my Microsoft Office suite so I had to purge it from my computer and buy a new one. Stimulus check mostly gone and I got it last week :(

Formatting is ok, I do ask that you only show the millions+ figures, (show it as 8.45M rather than 8,450,000.00 for example)
As to the IC speech, great work. Only minor quibble I have is that I would prefer such speeches to be a little earlier in the decade -60/61 perhaps- so that we GMs don't invalidate it with our writeup, or be forced to leave you alone for the first few years to avoid invalidating it. Other than that looks great.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 21 April 2020, 05:03:46
Maybe that is his plan.  :D Force you to leave him alone.
Cheeky.  :thumbsup:
Title: Re: Warship Race Redux
Post by: marcussmythe on 21 April 2020, 11:35:15
Updated CCN with two station designs to spend some of the spare cash they had.

Just now caught the 'Robot Fighter' aspect of the Marsden Fighter from the LC.  Interesting.  Vv Interesting...  I need to look at those rules and figure out what EXACTLY the Smart Robotic Control System can do, how 'smart' and autonomous it actually is.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 21 April 2020, 13:11:43
The short version is: not very - but serviceable in aerospace applications because you don't have to navigate terrain.
They could get confused by unusual behaviour or sensor readings until receiving remote orders, and they will fail hard when subjected to Warship ECM - which, at this point in time, no one has developed yet.
Title: Re: Warship Race Redux
Post by: kindalas on 21 April 2020, 13:25:53
Just don't be stealing my ideas before people learn how sneaky the Lyrans are.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 21 April 2020, 13:44:49
Maybe that is his plan.  :D Force you to leave him alone.
Cheeky.  :thumbsup:

Ya know that never crossed my mind... but now that you mention it ;)

@Smegish: Got it will reformat it after my dinner
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 21 April 2020, 14:20:40
So that's why he hold the speech in 63. The admiral was having dinner.
Probably the one captain wanted to remind him one of the ships had recently gone missing, but he would have none of it.  ;D
Title: Re: Warship Race Redux
Post by: marcussmythe on 21 April 2020, 14:21:40
Yeah.  The standard SRCS isnt apparently real bright.  The Advanced version is probably much moreso.

Its hard to get a grip on how ‘smart’ the Caspers really were, because the feel I get is everyone was afraid of them and kept their capabilities on choke chains.

Amusingly, the Casper system RAW is a straight downgrade.  Major cost increase and a 10% Mass Fraction (for the smart version)  consumes ANY advantage In ECM, gunnery, yadda. 

Though if you assume they get C3 effects (so Im told), and slap on the Advanced Tactical System for an additional -1 on Gunnery, yould have a ship that performs at Gunnery 2 plus NC3, as well as being able to burn at max Gs as long as the fuel holds with no crew to suffer.  Hmm.
Title: Re: Warship Race Redux
Post by: kindalas on 21 April 2020, 14:52:17
Yeah.  The standard SRCS isnt apparently real bright.  The Advanced version is probably much moreso.

Its hard to get a grip on how ‘smart’ the Caspers really were, because the feel I get is everyone was afraid of them and kept their capabilities on choke chains.

Amusingly, the Casper system RAW is a straight downgrade.  Major cost increase and a 10% Mass Fraction (for the smart version)  consumes ANY advantage In ECM, gunnery, yadda. 

Though if you assume they get C3 effects (so Im told), and slap on the Advanced Tactical System for an additional -1 on Gunnery, yould have a ship that performs at Gunnery 2 plus NC3, as well as being able to burn at max Gs as long as the fuel holds with no crew to suffer.  Hmm.

They can also evade for only a +1 to hit.

And they will actually ram a target when overwhelmed.
Title: Re: Warship Race Redux
Post by: marcussmythe on 21 April 2020, 14:59:22
True.  And only suffering a +1 when evading would let you do further unfair things to the THN games.  Its a blessing there are no ‘pulse’ versions of capital scale weaponry.

Which is an interesting point.  Lasers evolve from standard through pulse/ER, into clanspec, flavors, and then off into things like VSPL, Reenginnered, Improved Heavy, yadda.  (Though the king of the hill is still IMHO the Clanspec ERLL, ERML, and LPulse)

Warship weaponry... never changes.  A few new ones get added.

Probably for the simplest, and not a thing Id change for this game in progress, but it really -ought- to be a thing, yannow?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 21 April 2020, 15:00:04
Well, the Caspar system also had actual warship drones. I think they could also theoretically follow remote orders?
So, pretty decent, all things considered. Low maintenance if just lying around, too - no internal atmosphere, no ageing crews, no need for food supplies, no training exercises. 
I think the game is just not focused on naval engagements. You also have silly construction rules, including those ****** cost multipliers (Fasa-nomics), and you also never get naval versions of the new ground weaponry. Plasma, TSEMP...
It's really just a backdrop for the scenario. But then again, in the fluff there's not many warships anyways, so where would those new, more modern weapons come from?
Sides, we do get bracketing, so accuracy bonuses on the weapon would be overdoing it.
Title: Re: Warship Race Redux
Post by: Smegish on 21 April 2020, 18:45:26
If anyone has warplanes to deal with their neighbors on the chance war happens, feel free to PM them to Marcus or myself. Gives us something to work with and if the plan turns to poo it isn't purely down to Deus ex Machina like it might be if we have to come up with it ourselves.
Title: Re: Warship Race Redux
Post by: Jester Motley on 21 April 2020, 19:23:57
Sides, we do get bracketing, so accuracy bonuses on the weapon would be overdoing it.

Given the stated reason pulses bump accuracy (the fire for longer and act as 'tracers' allowing you to walk your fire on), and bracketing (using multiple weapons fired to cover an area of space to ensure some hits), I don't see those working together...  And having pulse NLs would be interesting in an AA or mounting low numbers of weapons making bracketing less useful.

Frankly, I'd like to see some advanced weapon tech that follows the ground forces.  At least for the clan-level of tech, there's some serious choices between Pulse, ER, and 'normal' weapons.  A spider with 1 Mpulse is arguably considerably more dangerous than one with 2 MLs in a spider's how terrain.  And I'm fond of a varient cicada I run in my current merc company (well... short regiment at this point) on a clan spec Lpulse, that they use at full run speed and to generate misses while still getting hits for those days you just don't get init or they're out of position.  (and ramming speed when they get init...  on a side note, my battalion has fluff negotiated battle damage pay entirely in armor and 40ton mech arms.)

But I think advanced tech at a certain point would bring enough change and interesting choices that it'll be worth it.  Assuming we go through enough turns.  Mind you... I'm not sure what a Naval Plasma Cannon, ER NPPC, or Ultra Naval Autocannon is going to look like, but I can only get so... "interested" if you know what I mean.  And... LB-40X NAC.  Just saying...
Title: Re: Warship Race Redux
Post by: marcussmythe on 22 April 2020, 08:11:05
A Note on Marines:

Some people have doctrine that involves large marine contingents on their vessels.  For purposes of our game, any troops assigned to at least steerage class quarters will be if desired Marines, a fixed part of the ships complement and answering to the navy.  Given that we do not track personnel costs, there is no other 'cost' associated with unarmored marine troops (or, likely, with battle armor when that day comes, though there may be a separate tracked capital cost for the battlesuits).

Further, if desired, the navy may purchase vehicles and mechs as 'Marines', again at least potentially permanently assigned to ships and answerable to the CNO.  'Marine' Ground Forces will need at least steerage class berthing assigned for their crew, and will need to be purchased (prices pending).  This is likely an extravagance, but there are at least some uses for permanent heavy ground forces answerable to the CNO, and I will note that a Navy possessing its OWN Army is not an original idea. 

That being said, this is not something that I will promise to pay a good return on investment, or that I will be going out of my way to find uses for if you buy it.  If it comes up, it comes up, but I make no guarantees. 

A Note on Economics:

Some players have raised questions about economic growth, carriage, recharge stations, and the like.  Without breaking it down like an algorithm to be solved, in general:

1.)  Your economies will generally grow all by themselves, and the borders of your nation will expand.

2.)  Recharge Stations and similar quasi-civilian infrastructure will have a small positive impact on that growth.  This aid will not be large, but would compound over time.  The return on investment is non-linear - below a certain point, its too small to matter.  Beyond a certain point, you are building capacity your economy cannot use.  Note that recharge stations also represent slightly faster transit times and military own stations also represent handy resupply points, which will go to fleet mobility and endurance.

3.)  Colonial Expansion will be aided in small part by the carriage of your navy.  This represents both direct support, and also responsiveness to crisis.

4.)  To reiterate, these effects are meant to be small.  The will also not pay for themselves in the short term or likely medium term - consider them to be happy adjuncts to the advantage of having more cargo space, faster travel, easy fueling stations, etc.  While it is THEORETICALLY possible that one of you could pursue an RTS/4X approach of pouring the naval budget into economics instead of warships, blowing hundreds of billions on a vast interstellar infrastructure and enough colony droppers to recreate the inital expansion wave out of terra, it is likely that you would see sharply declining returns on investment, that your neighbors would come to see your nation as a rich house with no guards, and finally that your GM will raise an eyebrow as you try to game the system. 

Any questions?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 22 April 2020, 09:34:11
Yes. Which eyebrow will you raise? ???

We don't even have a tech for battlesuits yet, so I think they'll be a far bit off.  ;D

I do wonder, though: Are there cases where a Navy would scuttle a ship? In space. Jump Drive shot? Insufficient engine to get back to a jump point and enemies closing in?
Title: Re: Warship Race Redux
Post by: kindalas on 22 April 2020, 10:24:11
A Note on Marines:


I wish I knew that when I refitted the Sontra.

I had been working on the idea that Bay Infantry went on small craft for hostile safety inspections.

and that quarters meant defensive marines.
Title: Re: Warship Race Redux
Post by: marcussmythe on 22 April 2020, 10:28:42
Yes. Which eyebrow will you raise? ???

We don't even have a tech for battlesuits yet, so I think they'll be a far bit off.  ;D

I do wonder, though: Are there cases where a Navy would scuttle a ship? In space. Jump Drive shot? Insufficient engine to get back to a jump point and enemies closing in?

1.)  Absolutely.  Abandon ship and scuttle to avoid capture is the first I can think of.  Irreperable battle damage and failing life support.  Reactor about to Stackpole.

ASIDE:  Ive updated the spreadsheet with a LOT of fleet breakdowns.  Basically showing not just how many ships and how big, but how much firepower, how many fighter bays and shuttle bays, how much cargo it can carry, etc.  There are a lot of baked in assumptions (droppers are assumed split between troop, cargo, and carrier), a lot of rounding, and it does a lot of violence to your specific decisions.  But its a handy view from 10000 feet.

Observations: 
I dont have the FWL in, because Ill update them when I get their turn in.

I didnt do the TH or the minor powers due to time constraints.  THN is too big for me to want to bother, and the Periphery powers are small enough to take in their situation and likely opponents at a glance.

Cargo is pretty similar across the major powers, as is cargo per size class.  Kurita has the most absolute cargo, Fedsuns the most per hull weight.  The Lyran Commonwealth is the lightest in both relative and absolute terms, but not hugely so. 

Lyrans and Kurita are most suited to invade someone, due to large amounts of collars.  Fedsuns moderately behind.  CC can only drop 1.5 Regiments on miltary hulls, and wont be launching any invasions without SERIOUS space superiority to allow slow, fat cargo droppers on slow, fat cargo jumpers to do the carriage.  CC is probably gonna get yelled at by its leadership about this.

Powers run from the high 600s to near 900 in fighters carried - mostly on the backs of dropper carriers. 

Armor is NUTS in favor of the Lyran Commonwealth.  This fits, given the power of IFA, and their choice for large hulls with high SI.  As always, there are trade offs - the LCN is the most defensive of the 5 powers in terms of range of operation.

Total firepower is amazingly even between the powers, from 4.4K for the DCN up to 5.6 for the CC.  LC and CC favor energy weapons, which means their numbers would be higher if they went into more ballistics.  The Fedsuns loves its Autocannon (Beaucoup de choc, beaucoup Etonner).  Most powers dabble in missiles, with missiles representing about 10% of their fleet throw weight, except for the CC, where its closer to 20%

Short version:  The FS and the DC have expeditionary navies.  Theyve got good cargo and solid troop carriage, and the fedsuns in particular shows stronger than its hull counts and size class lead me to believe.  DC is the opposite.  But they end up in similar places.

The LC has even more carriage, but shorter legs and a more vulnerable fleet train (being more jumpship heavy).  OTOH, its got half again the resilience of anyone else, and competitive firepower.  Theyve traded reach for a heavy fist within that reach.  Very.. Lyran.

CC is not likely to invade anyone, with a moderate mass fraction in cargo and bad troop carriage.  They do have a slight edge in total firepower, and the only 'fast' wall of battle other than the FWL.

This was a lot of work.  If you want to see it or similar, shout, because Idk if Id want to do it again.

Title: Re: Warship Race Redux
Post by: marcussmythe on 22 April 2020, 10:36:50
I wish I knew that when I refitted the Sontra.

I had been working on the idea that Bay Infantry went on small craft for hostile safety inspections.

and that quarters meant defensive marines.

Quarters, even Steerage, means both good recycling and livable bunks.  "Bay" Quarters means open cycle life support (IE, things dont get recycled, they get thrown overboard - this is bad for endurance) and it also means that life sucks for you.  Think of 'Steerage' as 3 bunk stacks in a modern navy, second class as a solo dorm room, and 1st class as a Star Trek Officers Quarters.  Bay Quarters are sleeping on a pile of gear or on top of your tank or on a hammock between the legs of your mech.

As such, I assume a minimum of Steerage for anyone who is permanently on the ship.  Bay Quarters are for when the army piles onto your ship to be carried somewhere and wont be onboard more than a few months tops.  (Yes, I know it wants to put the crew and techs of your carrier into Bay Quarters.  Yes this is dumb.  I fix it on my designs, but dont lose sleep over it).

For your ships... since turn isnt baked in, Ill happily let you change it.  Should be pretty minor.  Lose some cargo, pay a few CBills.
Title: Re: Warship Race Redux
Post by: kindalas on 22 April 2020, 10:52:37
For your ships... since turn isnt baked in, Ill happily let you change it.  Should be pretty minor.  Lose some cargo, pay a few CBills.

I'll keep it the way it is.

I figure the the Sontra when planning on boarding will have the marines. But if they are just on a patrol mission then they won't be carrying a full compliment.

When I get around to the Sontra mk 3 I'll change it up. But I'm thinking of waiting for FC armor to do that.

the LCN ships are getting a bit too close to perfect for my tastes.
Title: Re: Warship Race Redux
Post by: marcussmythe on 22 April 2020, 11:02:37
I'll keep it the way it is.

I figure the the Sontra when planning on boarding will have the marines. But if they are just on a patrol mission then they won't be carrying a full compliment.

When I get around to the Sontra mk 3 I'll change it up. But I'm thinking of waiting for FC armor to do that.

the LCN ships are getting a bit too close to perfect for my tastes.

Cornerposted 150SI 3/5 has a lot of strengths, and coupled with a lightish cargo load and a heavy fleet train of droppers and jumpers to handle logistics, fits the Lyran mindset and way of war.  I anticipate other powers will have other ideas, and I think were gonna find that there is no perfect, just ‘best fit for conditions’
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 22 April 2020, 11:14:30
The hangars for fighters are 50% larger than the heaviest possible fighter, I can totally see that include the equivalent of steerage for 1 pilot and 1 tech.
Small craft usually contain berthing for their crew anyways, which may be as large as the total crew assigned to that hangar slot.
So for "single sortie" designs/missions, Hangar space might be adequate.
Personally, I'd reserve sufficient berthing to put at least officers and maybe technicians of a mechanized Infantry platoon in actual berths; I'm sure the pile of equipment you're sleeping on is more comfortable if you can sleep on it alone. What I'd be more worried about for anything longer than a single jump (with transfer to/from planets at at least 0.5 G) is a lack of Grav decks - my infantry grunts better not have atrophied legs when they get there.

Also, the sumup is really fascinating. Nice to see the factions actually are moving in slightly different directions.
Maybe we could create a system to make that data more easily available in the future?
I'd love to see this again every few turns, but I agree it may not be worth the effort.
Title: Re: Warship Race Redux
Post by: marcussmythe on 22 April 2020, 12:13:01
The hangars for fighters are 50% larger than the heaviest possible fighter, I can totally see that include the equivalent of steerage for 1 pilot and 1 tech.
Small craft usually contain berthing for their crew anyways, which may be as large as the total crew assigned to that hangar slot.
So for "single sortie" designs/missions, Hangar space might be adequate.
Personally, I'd reserve sufficient berthing to put at least officers and maybe technicians of a mechanized Infantry platoon in actual berths; I'm sure the pile of equipment you're sleeping on is more comfortable if you can sleep on it alone. What I'd be more worried about for anything longer than a single jump (with transfer to/from planets at at least 0.5 G) is a lack of Grav decks - my infantry grunts better not have atrophied legs when they get there.

Also, the sumup is really fascinating. Nice to see the factions actually are moving in slightly different directions.
Maybe we could create a system to make that data more easily available in the future?
I'd love to see this again every few turns, but I agree it may not be worth the effort.

If I decide I love it, I'll automate it to generate from the data sitting on the spreadsheets.  Im just.. really bad at spreadsheet.  Glad you like it!

As for quarters, your probably right as to SMall Craft and Fighters.. one assumes quarters onboard, usually, and the other has a lot of tonnage overhead.  For Vehicles, you dont get that - so I'll probably assign at least steerage for any vehicles intended to be more than a month or two onboard.

All that said, Im a fan of soft factors in military design, because they are sooo often overlooked, and IRL overlooking them often bites you in unexpected ways.  So I'll probably keep my habit of putting all naval personnel in at least 2nd class quarters.  Vehicle crews and infantry are gonna get bay quality, they arent meant to stay onboard long.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 22 April 2020, 14:44:06
I am finishing my turn, but I am having issues using the Spreadsheet. If someone could tell me if there are any issues for this design, that would be awesome, and I'll be ready to use it for the next turn.
Code: [Select]
[i]Talwar[/i] Class Corvette
Mass: 100 000 tons
Movement: 5/8
Heat Sinks: 450
Fuel Points: 0/68660 (6866.0 tons)
Tons Per Burn Day: 19.75 
Structural Integrity: 80
Sail Integrity: 3
KF Drive Integrity: 4
Armor: 176 (Capital Scale)
Armor
Nose
40
Left Front Side
31
Right Front Side
31
Aft
22
Aft Left Side
26
Aft Right Side
26
Weapons
Loc
Heat
Capital PPC Bay
NOS
450
2 Naval PPC (Heavy)
Carrying Capacity Cargo Space (1 door) - 2,500 tons 
Crew
Officers
14
Enlisted/Non-rated
51
Gunners
2
Bay Personnel
0
Life Boats 12
Escape Pods 12
0 Grav Decks
Cost: 3 904 million
Just a note, only the captain has first class quarters, everyone else is in standard.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 22 April 2020, 15:13:45
Now that is a whacky design.  :D
Have at it.
Title: Re: Warship Race Redux
Post by: marcussmythe on 22 April 2020, 15:22:50
I am finishing my turn, but I am having issues using the Spreadsheet. If someone could tell me if there are any issues for this design, that would be awesome, and I'll be ready to use it for the next turn.
Code: [Select]
[i]Talwar[/i] Class Corvette
Mass: 100 000 tons
Movement: 5/8
Heat Sinks: 450
Fuel Points: 0/68660 (6866.0 tons)
Tons Per Burn Day: 19.75 
Structural Integrity: 80
Sail Integrity: 3
KF Drive Integrity: 4
Armor: 176 (Capital Scale)
Armor
Nose
40
Left Front Side
31
Right Front Side
31
Aft
22
Aft Left Side
26
Aft Right Side
26
Weapons
Loc
Heat
Capital PPC Bay
NOS
450
2 Naval PPC (Heavy)
Carrying Capacity Cargo Space (1 door) - 2,500 tons 
Crew
Officers
14
Enlisted/Non-rated
51
Gunners
2
Bay Personnel
0
Life Boats 12
Escape Pods 12
0 Grav Decks
Cost: 3 904 million
Just a note, only the captain has first class quarters, everyone else is in standard.

I get the same numbers, to within a ton and a million, so its likely in how your exactly putting in quarters that it differs from mine.  Its certainly legal.  Odd... but certainly legal.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 22 April 2020, 15:23:45
That's exactly what it is meant to be. I'll have my turn posted soon then.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 22 April 2020, 16:25:57
My turn is up. Sorry for the delay.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 22 April 2020, 16:45:48
Im just.. really bad at spreadsheet.  Glad you like it!
Oh, I am good at spreadsheet. And I like to spreadsheet.
Granted, not as fluent with Google drive, but I'd give it a run.
Title: Re: Warship Race Redux
Post by: Smegish on 22 April 2020, 17:19:29
May want to double check your figures Venser, 80 Jumpships cost alot more than 25 Billion

EDIT: just noticed a similar foulup last turn also, will adjust it to the 63 actually paid for
Title: Re: Warship Race Redux
Post by: marcussmythe on 22 April 2020, 17:33:42
May want to double check your figures Venser, 80 Jumpships cost alot more than 25 Billion

EDIT: just noticed a similar foulup last turn also, will adjust it to the 63 actually paid for

Looks like something in a spreadsheet is off.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 22 April 2020, 17:42:31
******, changed the number of jumpships built from 50 to 80, forgot to change the cost, then spent more on dropships and fighters. Sorry about that, I'll just build 50
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 22 April 2020, 17:44:49
What do you need that many jump ships for, anyways?
Title: Re: Warship Race Redux
Post by: VensersRevenge on 22 April 2020, 17:47:48
The Free Worlds League has always been more economic than military, so I figure a ton of jumpships that can be seconded to the Merchant Marine is something they would prefer to just warships. I also have some plans for them to assist offensive operations when I need to attack.
Title: Re: Warship Race Redux
Post by: kindalas on 22 April 2020, 17:51:04
What do you need that many jump ships for, anyways?

target practice
Title: Re: Warship Race Redux
Post by: Smegish on 22 April 2020, 17:53:34
Ten pin bowling, using Mass Drivers?
Title: Re: Warship Race Redux
Post by: marcussmythe on 22 April 2020, 18:04:43
******, changed the number of jumpships built from 50 to 80, forgot to change the cost, then spent more on dropships and fighters. Sorry about that, I'll just build 50

Ive corrected the spreadsheet to represent 65 built last turn and 50 this turn, based on what you list as paid.

I LOVE your fluff.  I want to hug that little (giant!) fighter pretending to be a warship.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 22 April 2020, 18:05:33
I've edited my turn and added names of ships.

Edit: Researching Mechs: should i actually design them and post in the other part of fan designs?
Title: Re: Warship Race Redux
Post by: marcussmythe on 22 April 2020, 20:14:01
I've edited my turn and added names of ships.

Edit: Researching Mechs: should i actually design them and post in the other part of fan designs?

Should?  Up to you.  It will have no in game effect.  There is no advantage in it.

 It would probably be best to put the actual post in the appropriate fora, and then link it back to our thread for reference, lest we risk the Wrath of Mod.

What it will be is good fun and fluffy.  Ive got the CC’s AFVs worked out in my head and will post them at some point.  (Hell, I was playing with an infantry designer the other day cause BTech Infantry post Total War is strange).  So if you wanna build mechs for your army (Or Marines!)... go for it!
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 22 April 2020, 20:22:59
Yeah obviously in the Mech forum.... maybe as a side project lol
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 23 April 2020, 05:29:23
Ten pin bowling, using Mass Drivers?
That's probably the only good use of mass drivers I've ever come across.
I wonder if, given a big enough one, we could use actual jumpships as balls.
Btw, can we ram enemy ships?
Title: Re: Warship Race Redux
Post by: Smegish on 23 April 2020, 07:53:53
Btw, can we ram enemy ships?

The Davions are in the game are they not? 🤣
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 23 April 2020, 08:03:24
I thought that mostly involved jump drives.  :D
... gonna make a ship for that.
For the ramming, I mean.
... Or would a dropship be better?
But dropships will just melt under capital fire, unless I got the conversion rules wrong.
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 April 2020, 09:26:55
But dropships will just melt under capital fire, unless I got the conversion rules wrong.

Dropships are, under our current conversion rules, utterly ruined by capital weapons.  Ive mixed feelings about this, because they seem sooo fragile. 

OTOH, a 1700 ton Lepoard Dropship, Front Armor ~140 Standard Scale, should just NOT in any sane world walk off a shot from a 2000 ton NAC 10 on its bow, which it will on the standard scale.

If it becomes a problem, we can fiddle with the fact that Dropships represent an uncomfortable middle ground between warships and fighters, and were being kinda  unfair to big pocket warship droppers.  However, we dont even have medium droppers yet, so maybe we cross that bridge when we come to it.  Ive fiddled with it, and the discontinuities in the rules mean Ive not found a good answer, and its a WARSHIP arms race, so for now, Im okay with it favoring warships over their pocket warship cousins.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 23 April 2020, 10:12:50
I'm personally under the impression that dropships, fighters, and small craft only serve to ward off missile attacks and help in ground invasions - and no one's really doing missile attacks.
So I think considering ramming as a warship tactic (if a not very promising one normally reserved for emergencies) is the less loony approach.

Oh, lest I forget: What are techs like FA and Vehicle drop chutes actually doing?
Title: Re: Warship Race Redux
Post by: kindalas on 23 April 2020, 10:20:51

Oh, lest I forget: What are techs like FA and Vehicle drop chutes actually doing?

FA adds armor to dropships and fighters.

So I assume there is some mathifcation bonus for them.

Drop chutes allow for orbital drops of military units.
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 April 2020, 10:38:12
I'm personally under the impression that dropships, fighters, and small craft only serve to ward off missile attacks and help in ground invasions - and no one's really doing missile attacks.
So I think considering ramming as a warship tactic (if a not very promising one normally reserved for emergencies) is the less loony approach.

Oh, lest I forget: What are techs like FA and Vehicle drop chutes actually doing?

Noone is using missile and fighter heavy tactics yet, true.  A review of the rules and some math should clarify their potential utility.  I will note last game I designed, fairly casually, a class 3 ship that carried about 700 fighters.  Assume they all have AC20s and 2 MLas, 30 damage.  Assume your battleship has an exposed armor facing, due to enemy fire.  It rolls ship to avoid further fire on that facing. 

Then 700 fighters fire at point blank.  You probably cant shoot down any meaningful % of 700 fighters.  Lets say 400 hit.  Thats 12000 standard scale damage.  120 Capital Scale damage even at 100:1.  SI is 2:1, so thats 60 SI gone on an average roll, and likely lots of fun chunky critical damage.

And next turn most of those 700 fighters are still around, will shoot again, and there is nothing you can do about it. 

Or what if your ship had, say, 100 armor on its weakest facing.  100 armor will bounce the MLsas, and halve the damage from the AC20s.  The 400 fighters that hit only do 4000 standard scale, 40 capital scale, damage.  Now you have 60 armor, and next turn they are gonna hit for 56 Capital Damage, and your capital armor is (basically) gone...  say Gnite, Gracie (Gnite, Gracie!).

So, how many PPCs are you putting on a facing?  Likely takes more than a couple hits to mission kill a generic 50 ton fighter... and their probably harder to hit than a 1km long Battleship... and if you dont kill them, they likely dont stop shooting.

Small Craft are a decent anti-missile support, and also provide long endurance flights, could refuel fighters, handle boarding, can be invasion landers, useful for traffic policing, picket forces, personell transfers... think of Small Craft as larger versions of the Star Trek Shuttlecraft.  It does all the things.

Now, I know Missile attacks arent a major thing yet.  And in total-ship-killing-damage-per-ton, their.. not the best weapon.  But they have range, will get more with Bearings Only.  They have some off-bore capability, that will also climb.  Their sudden death on fighters.  They potential cause crits on every hit. (1 in 36 for a Barracuda, down to nearly 1 in 6 per hit for the White Shark!  Killer Whale is more tonnage efficient, and Barracuda has accuracy advantages).  Now, will Guided Missile Ships be the defining vessel?  Probably not, but Id think through my building and plans if my neighbor started putting 100s of launchers on a vessel.

Ferro Aluminium makes better fighter armor.  This will make your fighters tougher.  Its not a massive difference, but cutting fighter casualties by 10 or 20% adds up, especially in a situation laid out above where there are a lot of rounds of fire and a slow grinding down. 

Vehicle Drop Chutes make invasions and counter-invasions easier, sometimes, they give you more options.  And you dont have a navy to have a navy.  You have a navy to make things happen or not happen on the ground.  The seat of naval purpose is on the land.

Ramming... very difficult to get someone to do it (High TN to commit suicide).  Warship on Warship ramming, if you force it home, is going to kill both warships almost every time at even velocity 1.  Fighter v Warship Ramming... I think the math says your better off keeping your fighter next to the target and shooting, compared to ramming.  Youll get more damage onto the target after a while.  That said, ramming at VERY high velocity might let you damage when the armor would otherwise prevent it, and gives you an (infinitesimal) chance of pulling a Tyra Miraborg.
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 April 2020, 10:44:36
More broadly, Im getting some sense in peoples questions that they boil down to 'What does this do to help with the massive, decisive battleline engagement that is fought to the death in a box'.

Many things will, in fact, give no value that will aid in that fight.  Weve got a ton of RnD and ship mountable systems that are as useful as minelayers, boarding parties, and extended operational range were at Jutland -IE, not at all.

I hope that our approach has made it clear that we are looking at the concerns facing a navy that has to serve the goals of its nation-state in a complex environment that exists beyond the tactical layer cage match death duels that too often become the laser focus of wargaming, to, I believe, its detriment.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 23 April 2020, 11:28:15
Everything is down to personal preferences.
700 fighters weight as much as 42 NAC/20s. Let's pick 36 so there's room for ammo, and I can train 18 of them on the enemy. If only a third of them hit, that's 120 capital damage.
A single fighter also costs as much as the aforementioned NAC/20, so that is a high investment.
Fighters do potentially offer high operational range if equipped with drop tanks, so you get a lot of flexibility - though it also takes a while to deploy them.
Would I consider counters to fight someone building large carriers? Yes, absolutely. I'm even including a fighter wing on every ship I build.
But personally, I think they are a minor supporting element unless used in extremely large numbers. Not unlike a light vehicle with an LB-5 X on the ground, really.
Of course, in universe, no one has ever tried, and really, in reality, no one did, either.
I mean.... I'm not seriously considering it a good idea to build a warship around ramming attacks. But people did that, a century ago.  :))

Regarding dropships: Maybe give them a dodge bonus versus capital weapons? They are in between fighters and warships in tonnage, armour, firepower, but not dodge, as far as I can tell.

I was genuinely asking what exactly a drop chute does - after all, I do have invasion ships with dropship transports, and nearly all my army equipment other than what's on that ship will be transported in army dropships, which can just land on the planet usually. I never assumed that was pointless, I've just been wondering how exactly it helps me put boots on the ground as opposed to, say, riding a dropship. Could I theoretically just drop vehicles out a warship instead of carrying them in small craft?
Also, will that tech in combination with mechs allow airdropping mechs?
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 April 2020, 11:37:41
Everything is down to personal preferences.
700 fighters weight as much as 42 NAC/20s. Let's pick 36 so there's room for ammo, and I can train 18 of them on the enemy. If only a third of them hit, that's 120 capital damage.
A single fighter also costs as much as the aforementioned NAC/20, so that is a high investment.
Fighters do potentially offer high operational range if equipped with drop tanks, so you get a lot of flexibility - though it also takes a while to deploy them.
Would I consider counters to fight someone building large carriers? Yes, absolutely. I'm even including a fighter wing on every ship I build.
But personally, I think they are a minor supporting element unless used in extremely large numbers. Not unlike a light vehicle with an LB-5 X on the ground, really.
Of course, in universe, no one has ever tried, and really, in reality, no one did, either.
I mean.... I'm not seriously considering it a good idea to build a warship around ramming attacks. But people did that, a century ago.  :))

Regarding dropships: Maybe give them a dodge bonus versus capital weapons? They are in between fighters and warships in tonnage, armour, firepower, but not dodge, as far as I can tell.

I was genuinely asking what exactly a drop chute does - after all, I do have invasion ships with dropship transports, and nearly all my army equipment other than what's on that ship will be transported in army dropships, which can just land on the planet usually. I never assumed that was pointless, I've just been wondering how exactly it helps me put boots on the ground as opposed to, say, riding a dropship. Could I theoretically just drop vehicles out a warship instead of carrying them in small craft?
Also, will that tech in combination with mechs allow airdropping mechs?

Vehicle Drop Chutes will include Mech Drops, if you have mechs.  One advantage is that having 36 units coming down on their own drop chutes means you dont have a whole Battalion one forced control roll from being splattered across the terrain.

I dont -think- Fighters will ever be, by themselves, the solo decisive arm.  But I can see good arguments for weighting your forces more or less to fighters.  Fighters offer a lot of tactical range, but you do run the risk of an enemy seeing the incoming fighter strike and just running away.. warships can burn for months, fighters for minutes.  That said, in a slow engagement, your fighters can outrange your guns, and the maxim is 'attack effectively first' for a reason.

In general, a 5000 ton 8/12 Dropship is going to be a tough target for a warships guns (compared to a warship).  A 100,000 ton 2/3 rather less so. 
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 23 April 2020, 17:01:38
Well, every dropship costs us 800m in collars.
So carrier dropships are probably not a good spending of resources either way (though, somewhat ironically, great spending if you have the collars anyways).
I hadn't even considered spreading the risk of insertion - though I still assume, on average, the dropper to be the safer choice.
Though I have a feeling the DCMS might start pointing fingers if too many of their troops die in ships. Directly after dropping right on top of the enemy...
well, that's rather.... honourable, is it not?  :flame:
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 April 2020, 17:43:49
Orbital insertion is a thing in the setting, in all eras.  I imagine it comes down to speed/surprise and the nature of the defense.
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 April 2020, 17:57:49
Updated link to new version of the Master Sheet - Motley Jester corrected it so it will display bays on the TRO workup.  Just scroll to the right.

Title: Re: Warship Race Redux
Post by: marcussmythe on 23 April 2020, 18:08:49
Also - Added Sub-Compact Drives to the empty place on the tech tree.

Delete that, they were already general availability and I didnt read down!
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 24 April 2020, 17:03:51
God I've been doing the calculations for next rounds upgrades and I forgot how much LF Batteries added to the cost of a design. My Frigate goes from 7 Billion to 14 Billion.... like hell i have to basically build four new Frigates except i don't get to use them lol
Title: Re: Warship Race Redux
Post by: marcussmythe on 24 April 2020, 18:48:33
God I've been doing the calculations for next rounds upgrades and I forgot how much LF Batteries added to the cost of a design. My Frigate goes from 7 Billion to 14 Billion.... like hell i have to basically build four new Frigates except i don't get to use them lol

Yeah.  Its a big investment, but along with HPGs, is a complete game-changer.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 24 April 2020, 22:02:54
Even trying to design a 150K ship with a LF drive is nearly 7 Billion
Title: Re: Warship Race Redux
Post by: kindalas on 24 April 2020, 22:16:02
Even trying to design a 150K ship with a LF drive is nearly 7 Billion

I'm just going to build two ships and have them be in two places.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 24 April 2020, 22:28:04
I'm just going to build two ships and have them be in two places.

Yeah... it hurts me though to admit so.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 25 April 2020, 05:30:33
LF-Batteries allow a great range of tactical applications - but you do pay through the nose for them.
I'd never build a ship with a battery sporting more than 1 collar - preferably none.
Then again, I consider collars and dropships a waste of money and mostly keep them on for fluff and institutional inertia.
But hey, if you really need to react fast to a distant threat, or to cover a lot of places without the need to actually exert a lot of force, the Battery costs only around 50% of a second ship. +10% per collar.
Title: Re: Warship Race Redux
Post by: Daryk on 25 April 2020, 08:31:54
If you have the manpower to crew two ships, that can work.  If you don't, batteries aren't a bad idea (if you limit the number of collars).
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 25 April 2020, 09:08:03
I don't think manpower is the problem once your spending 10 billions on a ship.  xp
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 25 April 2020, 09:35:13
Yeah I may have to switch to Improved Ferro Armor instead and just hammer out a ton of new ships.

I totally forgot about the extra collar costs with that... damn I might have to rework it a second time to see how much it could save with no collars.... but at that point I might as well make a new ship.
Title: Re: Warship Race Redux
Post by: Daryk on 25 April 2020, 09:57:24
I don't think manpower is the problem once your spending 10 billions on a ship.  xp
Manpower is ALWAYS a problem.  People cost a lot money once you factor in training, medical, retirement, etc.  10B is a drop in the bucket.  Also, you may simply not have enough suitable to be crew.  Not everyone is able to keep their lunch down in zero-g.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 25 April 2020, 10:29:53
Well, yes, that is true. However, I believe that there is a significant economy of scale - classes and all - involved in a multi-planet empire. Also, the civilian navy will provide there. Imagine we had a 100 times the current population available, and 90% of the traffic that today happens on ships and planes would happen in space; I think there'd be no shortage of capable crew.
Now, if you want the best, that is a relevant argument again; you only get so many that go measurably beyond average, and as a battery increases both your strategic mobility and average survivability, you definitely want troops on those ships that won't show you up when it counts. And you can afford to pick if your personell exceeds your job openings.

I'd love to have the complexity of actually having to manage research labs and navy colleges, but alas, we want to spare our poor Game Masters.
Another potential "realism"-consideration is actually material. Assuming you don't build a lot of those batteries due to their prohibitive cost (and a shortage of lithium or something), getting three ships instead of five saves on all those other materials that a Warship also needs - I remember reading somewhere that canon designs were unoptimized because the material just wasn't available in sufficient quantities from a sufficiently secure and predictable source.
As we're not doing any of that, we have to assume we will have sufficient crew available to fill run of the mill ships of the line, and the materials to build them.

Regarding Batteries and collars:
# of collarscompactcompact /w battery
38.12615.712
27.3213.3
16.5210.899
05.718.49
This is the cost table of a hypothetical Fubuki with varying amounts of collars and with or without a battery.
The base ship cost rises by about 50%, but the parts relevant to the drive train are affected a lot more.
The cost of a collar is 800 m, which is tripled by the installation of a battery.

Interestingly, this also makes such ships the perfect place for your more expensive weaponry and equipment - it really doesn't make a big difference in the grand scheme of things.

To spell the above example out: I can have 2 destroyers with 1 collar each, or I can have 1 destroyer with two collars and a battery.
Title: Re: Warship Race Redux
Post by: marcussmythe on 25 April 2020, 10:34:16
Here Ive tried to capture manpower, infrastructure, etc. into the maintenance cost - with maintenance covering not just turning wrenches on the vessels, but all the costs in operating a navy.

Its been pointed out that a more detailed breakdown of what costs what in maintenance (a billion in ASFs probably require more infrastructure behind them than, say, a billion in collars, much less armor), but Im reasonably satisfied.  Collars may not be the best deal in the world now, but the flexibility value added skyrockets as your dropship size climbs.  Theres also a lot of advantage in not being reliant on the super-vulnerable jumpship for your logistics.  And any significant cut in collar costs turns every ship built into Potemkin.

Theres a lot of choices and tradeoffs, and no clear right answer, at least in my head.  Its a matter of what capabilities you want, what drawbacks you can accept, and what your willing to pay to move the line in certain directions.

It seems to me that there are four basic approaches, and every navy will adopt some combination of them.

1.)  No Logistics - The Navy is purely defensive, doesn't project power much at all.  No collars, no jumpers, limited cargo on warship hulls.  Downside - you have a navy that's only good at winning defensive fights.  OTOH, its very good at that, per CBill.

2.)  Jumpship Collar Logistics - Classic answer.  One of the cheaper ways to handle your logistics.  Very flexible, mix and match DS to JS to build the task force that you need, and not one iota more.  Downside - Jumpships are very vulnerable, and will have to be guarded or risk loss.

3.)  Warship Collar Logistics - Every warship collar is a force multiplier and mission package for that warship.  No jumpships to husband, and you 'tune' each ship for its desired mission on the fly (assuming sufficient dropships).  Extended range?  Fighter cover?  Invasion Transports?  Combat PWS?  This is the 'Cadillac' solution.  It is also priced accordingly.

4.)  Warship Hull Logistics - No Collars, limited JS/DS.  Warships carry lots of cargo, fighters, troops, or some combination thereof depending on fleet needs.   This can be focused on specialist collier/invasion transport hulls, or spread out across the combat hulls.  Pros:  Relatively cheap, relatively safe (No fragile DS or JS).  Cons:  Limited flexibility (cannot adjust cargo/fighter/troop maximums - whats built in is built in), decreased per-hull capability (either by diverting hulls to cargo use, or by reducing the combat power of your warship hulls to load the troops, etc.)

Now, of course, every navy carries SOME cargo in its hulls, likely has SOME jumpers and droppers, and probably has SOME Warship Collars.  But its a matter of focus, and needs, and budget, and costs and benefits.

Final Note:  Think of your jump core as having a large, fixed cost.  Each collar also has a large cost that adds to the core cost.  Core costs pay a heavy multiplier if you add an LF Battery. 

In short, ships have significant economies of scale as hull mass grows, though at a large cost for the yards that can handle larger vessels.  Collars plus Batteries send costs through the roof, but by combining flexibility with double jumping and avoiding the fragile jumpships, it is the 'best' solution, albeit the most expensive by far.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 25 April 2020, 23:27:23
I'll have to consider both of the above post breakdowns in the future. Currently tweaking a whole bunch of different designs ranging from small patrol corvette to monster one million ton battleship and its infrastructure (highly improbable cause even I wouldn't know what to do with it if the PoR had one) until something really sticks and then adjust accordingly to the updated turn.
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 April 2020, 11:54:24
Turn 2 is up.  Its a bit of a doorstopper - budgets are at the bottom, and final results of each section are bolded.

As always, let us know what you love, what you hate, and so on.

I know some nations are likely feeling unloved - its early days, Im certain every power will get its day in the sun, and/or firing line, soon enough.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 26 April 2020, 14:15:51
Man, I've waited for this. Now I fear even looking at it.  xp

A very good write up!  :thumbsup:
Gripping, really.
And man, looks like my Navy somehow managed to be outnumbered in nearly every fight.  xp
I guess one "advantage" of the DC is that they get to business nearly every decade. 8)
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 26 April 2020, 15:29:01
I’m ‘happy’ with the results at least: my Navy did what I intended it to do: give a tiny bit of breathing room to the PoR. Lovely write up: now time to plan out the turn in “How to Survive: A Principality of Rasalhague Story” ;)


Edit: I also did’t realize that the DCMS has a Linebreaker online: that was a game changer.
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 April 2020, 15:41:00
Man, I've waited for this. Now I fear even looking at it.  xp

A very good write up!  :thumbsup:
Gripping, really.
And man, looks like my Navy somehow managed to be outnumbered in nearly every fight.  xp
I guess one "advantage" of the DC is that they get to business nearly every decade. 8)

The difficult facing the DCN here is despite having the PoR badly outweighed, they, unlike the PoR, have multiple threats to deal with.  You cant just ignore the Davion or Hegemony! border, or they might get nibbly.

The PoR can afford to focus its entire navy, and its allies, on a single dimension.  Sure, the RWR or LC could shiv the ROP in the back and take its lunch money while the ROP is distracted, but the ROP just has to accept that risk as a cost of doing buisness - unless it focuses everything on the DC front, it -will- lose, even with the advantages show here of fighting defensively, in logistics and concentration of force (and the better OODA loops, and Im going to hell for mentioning that abused acronym).

The THN could crush any house, but the other houses would eat it if it dedicated the force necessary.  Similarly with houses and periphery nations.  So you get slow, inconclusive advances.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 26 April 2020, 15:48:10
Yes, that is both the beauty and necessity of the battletech scenario.
All major forces are arrayed in a circle, around a stronger force that violently wants everyone to live in peace.
Hard to hit people repeatedly. ^-^
Title: Re: Warship Race Redux
Post by: VensersRevenge on 26 April 2020, 17:20:28
Is it this turn or next turn that we start seeing discounts for techs other powers researched on Turn 1?
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 April 2020, 17:26:51
This turn.  Any tech researched on T3 gets the discount for work done on T1, and so on.
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 April 2020, 17:30:13
An aside- Imma hold out on the TH turn as long as I can.  Their happy with their new cruisers, and still selling off old hulls (contact me with offers), and I dont wan a have to edit the turn multiple times.  CC should go up shortly.

Still aiming at a 2wk turnaround, but we will start processing when we have everyones turn in, if sooner.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 26 April 2020, 17:56:09
I assume our budget does not yet include our repair bills?
Still aiming at a 2wk turnaround, but we will start processing when we have everyones turn in, if sooner.
You're doing gods work. After all, the Game Master is essentially god.
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 April 2020, 17:58:18
the budget presented is before any repair costs are paid.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 26 April 2020, 18:04:59
Thought so.
Also (I wanted to put this into the same post, but you were too fast ;)), rearming a ship costs the same as refitting it to a new variant? I certainly assume as much. (It is not really a big difference, either way, just wondering - the R&D seems to be similar)
On second thought, I kinda answered my own question - it's probably not worth differentiating.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 26 April 2020, 18:54:58
One more question. When we prototype a ship, do we have to build at least one ship of that class that turn or can we pay for our prototype one turn and begin building in later turns?
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 April 2020, 19:28:41
One more question. When we prototype a ship, do we have to build at least one ship of that class that turn or can we pay for our prototype one turn and begin building in later turns?

I see no reason that the design engineering needs to happen the same turn as the production.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 26 April 2020, 19:39:34
Perfect, I don't know if I will take advantage of that next turn, but that will help with some of my more "interesting" plans
Title: Re: Warship Race Redux
Post by: kindalas on 26 April 2020, 21:45:26
The novel I sent over PM about the Lyran naval strategy stuff did it help?

Also the LA  is prepared to sell Sontra 1a Frigates to the PoR in support of the LA's proxy war with the DC.

You know as an option.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 26 April 2020, 21:48:13
The Free Worlds League will still have yard space open for non-bordering powers to take advantage of.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 26 April 2020, 22:47:54
Think I’ve actually decided against it for this turn at least: my budget is rough and I don’t think I could afford it. Nearly half my budget is maintenance this turn.

Super Edit: Actually i have two questions regarding this.

First when I modifying a design to a Mark II (aka a variant) and the new ship cost is basically half the cost of the other how does that work for cost? I pay the research fee and then gain the money? Would it be for this turn or next turn if s? Or do i pay the cost for the entirely new design?

Second: Regarding the Maintenance fee for question one as well: would I pay the cost for the base design or the new design?
Title: Re: Warship Race Redux
Post by: kindalas on 27 April 2020, 00:29:51
And a second question.

Is there a map file for 2370?

Title: Re: Warship Race Redux
Post by: Smegish on 27 April 2020, 02:05:42
Kindalas: Map is up.

For the sake of honesty Unlimited: If Rasalhague was still NPC-run, the RWR would not have come to their aid and you probably would have smashed their fleet and been left with cleaning up the leftovers after last turn. The war had to happen, but I would rather not remove players two turns into the game. Doesn't mean knocking players out won't happen, just not this early.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 April 2020, 04:51:16
I, again, assumed as much.  (Man, I'm getting good at this)
And I am, for the record, completely fine with it.

If that ever happens, Tyler can just switch to the Outworlds Alliance and enjoy similarly good neighbours. :D
Seems like nearly everyone has built more yards than they can afford to sustain production in.

I read most of the turn twice now - some quite simple dramatic effects, but what works, works.

You know (no, you don't), I've been mostly pondering how to pace myself with regards to RP.
I wanted to get the first linebreaker (still need a name for the shipclass, the current name is its role) online early so I could refit them to a new standard this turn, with Batteries and better armour.
That's why I didn't pick the ship armour last turn. But I also want to get Castles Brian to fortify gains I've made on the frontier - but then I couldn't get the armour.
I'd obviously also want the Batteries because otherwise I couldn't implement them, but I'm sure my government is partial towards finally researching those shiny new mechs. (Though, to be fair, troop storage wise they aren't a big gain).
What to do...

Edit: Though historically, the "south-western" flank of the combine isn't even settled yet, and will belong to the Azami in the future.
Title: Re: Warship Race Redux
Post by: Smegish on 27 April 2020, 06:28:58
Well, for ship names I used DC planets for the Kutais, the one Shinryaku built was the name ship, and the others were based on WWII Imperial Japanese ship names like I did for the first game. Feel free to rename em if you wish.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 April 2020, 07:57:25
Ah, no, no worries. That's what I use as a base, too (well, or would) - I even factor in the meaning.
However, the new ship has no class name yet - Linebreaker is it's role description, though I'd probably go with "Assault Cruiser" or something more descriptive.
Title: Re: Warship Race Redux
Post by: marcussmythe on 27 April 2020, 12:32:36
CC up.  Note that I believe almost all of their yards are tied up this turn...

3x Cl 4 yards = 6 Class 4 Hulls Built
2xCl 3 Yards = 6 Class 3 and 12 Class 1 Hulls Refitted
5 Class 2 Yards = 20 Custom Armed Jumpships produced

They have one each CL 3 and CL2 yard unused, so the 'lets sell some ships' offers are going to be limited this turn.

TH is not posted, but I anticipate they will have loads of yard space available.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 27 April 2020, 13:05:04
Kindalas: Map is up.

For the sake of honesty Unlimited: If Rasalhague was still NPC-run, the RWR would not have come to their aid and you probably would have smashed their fleet and been left with cleaning up the leftovers after last turn. The war had to happen, but I would rather not remove players two turns into the game. Doesn't mean knocking players out won't happen, just not this early.

Theirs a part of me that says ‘Tyler just switch to the CC you’ll have a larger budget and more fun not being annihilated on turn three.’

And then theirs the other part of me that says ‘Stick it to the man: Never give up! Never Surrender! Muwahahhahaha!’.... yeah that parts in charge now ;)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 April 2020, 14:14:41
Nah, just look at them. Holy crap they have some boring ships. Sane? Absolutely.
But look at the Battletech universe. Sanity and sound decisions have rarely yielded dividends.   :crazy:

Question: Do we still have that thing where missiles can fire one arc outside their mounting facing?
Title: Re: Warship Race Redux
Post by: marcussmythe on 27 April 2020, 14:23:40
Nah, just look at them. Holy crap they have some boring ships. Sane? Absolutely.
But look at the Battletech universe. Sanity and sound decisions have rarely yielded dividends.   :crazy:

Question: Do we still have that thing where missiles can fire one arc outside their mounting facing?

Sane?  I gave them a NAC-Nose Overrun specialist that has limited utility outside direct battle, and just built them a grossly oversized Imperial Star Destroyer that blows a serious chunk of its potential combat load on hauling around troops.  Now, the Destroyer, I'll admit, is decent if a bit generic, though probably on the small side and likely to be replaced by a size 2 cousin at some point.  Then I invented a too large and too expensive recharge station because I wanted my Zocalo, and went cray cray with defense satellites.

That said, Im having FUN with my little NPC nutjobs.  :)

As I recall, the 'firing outside of arc' thing is a thing in the core rules? Not Bearings Only (which is lobbing missiles into a target area to seek targets, much range, but miss chances go way up), but somethign else that Ive forgotten the name of?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 April 2020, 14:26:59
I have to admit I never really used capital missiles in any game. Or warships, for that matter.  :)
Title: Re: Warship Race Redux
Post by: marcussmythe on 27 April 2020, 14:37:30
I have to admit I never really used capital missiles in any game. Or warships, for that matter.  :)

Strat Ops, pg. 102 - "Capital Missile Preprogrammed Waypoint Launches"  For our purposes, yes, you can fire missiles outside their mounting arc by 60 degrees, at a small accuracy penalty (Note that small accuracy modifiers become quite large at extreme range).

So yes, you can fire off arc with missiles.  Another edge to the weapon, along with its long ranges and additional crit changes (at the cost of limited bins and the risk of being shot down)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 April 2020, 18:18:24
Actually, do we need to have a set amount of shots for a weapon?
I'm thinking of speciality designs that may need some short term defensive capability, but have no need for endurance, for example because they won't last long there anyways.
Title: Re: Warship Race Redux
Post by: marcussmythe on 27 April 2020, 18:39:46
Actually, do we need to have a set amount of shots for a weapon?
I'm thinking of speciality designs that may need some short term defensive capability, but have no need for endurance, for example because they won't last long there anyways.

Depends on the ship, weapon, and the role intended for both.  Load as much as you feel appropriate.  Generally with only a modest investment, you can make a ship largely unconcerned with ammo - barring Capital Missiles, where your ammo bins are super heavy.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 April 2020, 19:14:37
Well, yes, capital missiles are a great example. As an armament for dropships or dedicated reconnaissance ships.
Actually, one more question:
Would it somehow be possible to build a ship hosting a large repair bay without paying the ridiculous prices involved in that? Or a station?
And no, I'm not even asking for it to have any particularly beneficial effect.
Also, how much money can we reasonably stockpile?
Title: Re: Warship Race Redux
Post by: marcussmythe on 27 April 2020, 19:26:08
Hmm.  Idk?  Their expensive because they are FTL Tugs (for anything that doesnt have a core).  I dont know if they get there with raw cost or core cost modifiers.  If the latter, I suppose we can talk about it for similar reasons to the dropshuttle discussions.  Im hereby soliciting thoughts and will play with the current costing.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 28 April 2020, 03:52:31
Well, as I've noted last time with alsadius, their base cost, when combined with the cost multiplier of a station, becomes downright ridiculous - but so does it on a warship, really.
A 500kt unpressurized repair bay on a station raises its cost by 75b. xp I think the cost formula kind of breaks down once you raise the size above what you'd need for a mid-sized dropship.

It's in now way important. I just fancied the idea of a fleet tender to provide basic checkups and patch up minor damages in the field, but what's the point if I can just buy a second fleet for the price?
I'd say its sad that some pieces of equipment rarely see use, but then again, I doubt they see a lot in CBT play, either.

Edit: I suppose they could have a niche use case if you used them to deploy stations in enemy systems.
Title: Re: Warship Race Redux
Post by: marcussmythe on 28 April 2020, 06:11:16
The novel I sent over PM about the Lyran naval strategy stuff did it help?

Also the LA  is prepared to sell Sontra 1a Frigates to the PoR in support of the LA's proxy war with the DC.

You know as an option.

It absolutely does, and when $Archon Decides to go to war, it will help more.

An aside - while you dont control the political sphere, feel free to make suggestions or push for certain policies or even wars by your government.  Not saying theyll do what you want, but the person in charge of dozens of FTL ships covered in WMDs has a lot of power, especially in a feudal society.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 28 April 2020, 08:14:06
Question to everyone: How much cargo do you think is needed for a raider/long distance patrol ship/spy ship?
Say, get two jumps in, idle in space for 3 months, get back through different systems?
And how big actually is a jump signature?
Title: Re: Warship Race Redux
Post by: marcussmythe on 28 April 2020, 09:01:21
Question to everyone: How much cargo do you think is needed for a raider/long distance patrol ship/spy ship?
Say, get two jumps in, idle in space for 3 months, get back through different systems?
And how big actually is a jump signature?

If its operating without support, Id want 10% for a warship serving in a long patrol/raider role.  Thats not just feed, but also spare parts, ammo, yadda yadda.  Im assuming it gets worked out some in that time.

Now, if you want to do things like send a fleet collier (be it a cargo hull or a JS/DS collection or whatever) forward into enemy space to serve as a resupply point, it gets easier.  This isnt as dangerous as it seems, because there are any number of empty worlds.

Jump Signatures.  They arent of a fixed size.  Theres extensive discussion on detection in Strat Ops, which I have boiled WAY down as a 10,000 foot overview of how it mostly-kinda works for our purposes.  Because Im not rolling detection PSRs for every ship in every formation in every encounter with every modifier every time.  Im just not.  :)

SENSORS AND ENGAGEMENT 101

Warship Sensors:

(Numbers below assume average crew and rolls.  For purposes of this game I’m treating all rolls as 7 and all crews as average unless Ive got a reason to do otherwise)


Detecting an Incoming Infrared Jump Signature:
(this is the IR signature that appears BEFORE an incoming ship arrives.  VERY short range.  Amusingly, it can appear BEFORE the incoming ship jumped out of its system of origin.  Inasmuch as 'Before' is a thing in a relativistic universe.  No, noone has figured out a way to make information travel back in time in any practical manner with this effect.  No, I dont know what happens if you abort your jump after the signal appeared, or if the signal even appears at all if your will have aborted your jump.  Dont ask.  My head hurts.)

40 Kilometer Range, +10 per NCSS Level
450 Second Warning (20 Collars, 30 LY)
150 Seconds Warning (10 Collars, 30 LY)
15 Seconds (0-1 Collar, 30 LY)
2 Seconds (0-1 Collar, 4LY)
0 Seconds (in system)

Emergence Pulse
(This is the EM Spectrum pulse created when the jumpship comes in and it and its field displace/annihilate the molecules of hydrogen and space dust.  This is the biggest signal in terms of detectability.  For reference purposes, 1au is 150 million kilometers, and Sol to the Nadir and Zenith points is roughly 12 AU, which is roughly typical for your average habitable system)

Typically Detect a minimum target at 5 au
+2au per NCSS Level
+1au per size class
+1au per 5 collars

Drive Plumes:
(Other than the emergence pulse, this is the biggest signal in the game.  You dont sneak up on ANYONE with your drives burning.  Seriously.  And turning them off after they see you doesnt help, cause they already know where your going and can, we assume, do math to know where your going to be at all future points unless you turn the drives back on.. at which point they see you.)

20m km, +5m km per NCSS Level, check 1/hr.

Tracking Radar (active) vs passive target
(This is when you've got your radar on, and the other guy is being sneaky.  Defenders usually have any amount of stuff that can go active and feed data to defending warships, so they can be a sneaky if their engines are off.  Attacker probably doesnt have off-board sensors feeding them data.. and probably has their engines turned on anyway)

40,000km vs Large Craft, +10,000km per NCSS Lvl.  10,000KM=555 Space Hexes
4,000 km vs Small Craft, +400km per NCSS lvl

Tracking Radar (passive or active) vs active target
(This is the part where they other guy has his radar on and you hear his active emissions.  Yes, your radar lets you be seen further than it lets you see.  Think folks in a pitch black park.  At night.  With flashlights.  And Guns.  (And big shiny lights on your feet that go off when you walk, its an imperfect description.)

1m KM, x2 or 3 for NCSS

Targeting Radar (active only)
(This is the part where your radar is on and your getting enough signal to not just know that a ship is over there, but to actually shoot it.)

Active Targeting Radar automatically detects and provides targeting data out to:
10,000 KM for Large Craft (DS, JS, WS, Stations)
1,000 KM for Small Craft (SC, Fighters)
Double or Triple this for small or large NCSS


Thermal Optical Tracking (passive)
(This is not turning on your radar and trying to look for people with telescopes)

Tracks large craft out to 25,000KM, with an additional 10% of that per level of NCSS
1/10th that range for small craft.


Thermal Optical Targeting (passive)
(This is optical gunsighting.  Shooting at people with telescope data cause your leaving your radar off)

Provides automatic detection and targeting data out to 2,500 KM for large craft and 250KM for small ones.


'Targeting' level data is needed for all weapons fire EXCEPT Missiles launched in bearings only mode.


FUN EXAMPLE
Jumppoint to Sol Overrun

Lets say you jump in at the jump limit, point your nose at earth and hit the gas.  They may see your emergence wave, they may not, depending on traffic and sensors and a zillion things.  But once that passes, they WONT see your drives until you get much closer. 

If you dont stop, by the time you are close to earth, your moving at about 5.5 Kilometers per second.  Youll turn off your drives about 2 hours away from earth, which is about where someone at earth would start seeing your drive plume.

If you just keep sailing in at that point at that speed, a defender would have about TEN SECONDS warning before your in weapons range, assuming they keep active search radar on (and they probably do).

Now, this is complicated in some ways.  If they saw your emergence wave (and you dont know if they did, unless they do something with that information you can see), they can do math, and know how long it will take you to get to earth on a zero-zero brachistone or on a high speed overrun trajectory.  So their likely going to be on increased alert.  And if your coming in sensors off, you know where earth is, but you probably dont know EXACTLY where everything around earth is.. because even space stations can drunk-walk enough to make a blind intercept a problem.  And if they saw a suspicious jump in, they probably started drunk walking immediately, for exactly that reason.


A Very Simple* Model of Space Combat
*'very simple' may not mean what this author thinks it means.  YMMV.  Use only as directed.  GM is not responsible for anything that happens when the players think through the Simple Model of Space Combat.

Someone jumps in.  Defender probably knows.   Emergence Pulse will tell you where it is and how ‘noisy’ each thing coming in is… (in terms of size class and collar count, collectively).  Only way around this is to jump far enough out that no one picks you up.  But how far out is that?  Are you sure?  Now everything takes that much longer.

Jump in at Apex/Nadir Point - Someone will see you and scream.  You probably get to blow them up.  Unless something nasty is waiting for you.  Yo'ull get to the planet in a while, they will have warning.

Jump in outside limit, outside detection range.  Noone knows your here (probably), stealth insertion all the way to planet based on ballistic trajectory and desired time to reignite drives (zero-zero?  Overrun?  How much warning do you want to give them)

Jump to a Lagrange or Pirate Point:  Depends on the point, but people likely know your here.  OTOH, your closer to your target, less warning.

Once you see an unknown jump in, defenders assets drunkwalk and go quiet.  Once you jump in as a hostile, you drunkwalk and go quiet.

Defender now likely someone is here, and kinda what they got.
Attacker probably knows NOTHING.

Attacker is here to:
Invade - this implies a zero-zero on a planet.

Attack Fixed Location Assets - zero-zero or high speed pass on the planet or infrastructure or common jump points.  Zero-Zero lets you wreck it all, but you face more defenders and response time.  High speed pass lets you raid it and get out and have some surprise hopefully.  How you approach this depends on target, and your assets.

Attack Mobile Assets - Good luck, unless you managed to hide your emergence wave and they werent moving much.

Scout - Look around, avoid fights, maybe take targets of opportunity.

Defender is here to:

Tripwire - see and report.  Probably stays quiet and listens to fixed sensors (Planets, Bases) screaming.

Protect Assets - probably was hanging out near those assets.

Protect Commerce - probably where commerce hangs out (Apex, Nadir, Lagrange Points, Planet

Attacker may go ballistic (cut drive outside drive detection range)
Ballistic only works on targets of very fixed location - yards, planets, etc.
Ballistic probably gives you surprise, less if your emergence wave was detected.
Your more likely to miss your target/not have a good intercept - remember, you cant maneuver, and you don't detect the target till your almost on top of it.  Hope it didn't move!

Attacker may go Zero-zero
Attacker will be detected first, unless defender was also maneuvering (running back to planet in response to emergence wave, etc)
If both are under power, larger sensors and better crews help you detect first.
First detector may decline or try to force engagement.
If the first detector tries to force the engagement, it may do so if its thrust is equal or better the second detectors.
Fuel supply may matter

Based on the above you can work out what sort of engagement if any is likely, based on situation and doctrine and target, as well as who detects first and what they can do with that information.

Title: Re: Warship Race Redux
Post by: UnLimiTeD on 28 April 2020, 09:30:04
That was quite helpful. Thank you very much.

Damn, I was really considering bee-lining towards LF Batteries, but now that I could, I'm not sure what I'd actually use them for. Or if I could even afford building a ship with them. Those things are expensive.  :o Not that I didn't know that. It's mostly the maintenance that'll kill me.
On that note, why doesn't the TH just mothball a few ships?

Regarding Cargo... guess I need bigger ships. Or, indeed, a fleet collier. Though I obviously have already factored ammunition and fuel, of which my ships aren't short anyways.

Looks like we now have a tech race?
Title: Re: Warship Race Redux
Post by: marcussmythe on 28 April 2020, 10:58:29
LF is a game changer.  If you can double-source your charging (Sail, Powerplant, External Batteries) you can double your strategic speed.  Each ship now can 'cover' twice as much front, or four times as much area (since the IS is apparently flat, volume doesnt matter so much).  You can jump in and then look around and go 'oops wrong house' and leave if theres a giant pile of awful coming to greet you.  Your scouts can jump in and look and jump back.

Heck, you can jump into the apex point, get scanned, and when the enemy fleet is halfway out to greet you (if they come out to greet you), jump to a pirate point near their world and go wreck stuff.

On the other hand, if your on offense, and not in a hurry, avoiding the batteries gives you a lot more weight of metal for your Cbill.  For a steamrolling, 'Im coming and I dont care if you know' style invasion, you probably dont need them.  So you pay your money and take your chances.

THN decided it was better to get the cash INFLUX from scrapping the really pretty obsolete light ships rather than pay (even if less so) to keep them in service.  Really, as ship sizes and combat power has grown, they dont serve a real purpose.  They cant threaten a real DD, and even their scout can murder DS and smaller in job lots, while being faster and having better sensors.  So out they go.
(Its also one less ship type for me to manage)

We always want more cargo.  We just also want more everything else.  If everyone looks at their budget and goes 'ARRGGGHHH THERE ARE NO GOOD ANSWERS' then all is working as it should.

RE:  Tech Race - Im not sure if race?  I think the late adopters are jumping in on known game-changer techs after other people have pioneered their use and paid the cost.  We will see if that continues to be the case.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 28 April 2020, 11:24:38
True. I was just pondering this earlier and came to the conclusion that there's really no hurry after you've got what you need - gains are flat, so the relative difference is small.
And some of the later techs are a hard sell. Maybe we should make techs even cheaper if they are 4 turns old?  ;D

Oh, and brainstorming: What uses would you all find for AR-10s? Actually, if I research Castles Brian, what would they be equipped with, given that all the capital armament hasn't been researched yet?
Seeing how many people research IFA now, I've half a mind to postpone it to next turn and research something else now.
Title: Re: Warship Race Redux
Post by: marcussmythe on 28 April 2020, 11:35:42
True. I was just pondering this earlier and came to the conclusion that there's really no hurry after you've got what you need - gains are flat, so the relative difference is small.
And some of the later techs are a hard sell. Maybe we should make techs even cheaper if they are 4 turns old?  ;D

Oh, and brainstorming: What uses would you all find for AR-10s? Actually, if I research Castles Brian, what would they be equipped with, given that all the capital armament hasn't been researched yet?
Seeing how many people research IFA now, I've half a mind to postpone it to next turn and research something else now.

Well, either techs are too good/cheap, and we will blow through the tech tree too fast, or they arent good enough/too expensive, and noone will do research.  Or somewhere in between.  Time will tell.

Castles Brian will be armed with the nearest equivalent.  As for AR-10s.. .Eh, I can see the use case.  Barracuda for long/low probability shots due to better rangebands and lighter weightm or for anti-aircraft duty.  KW for maximum firepower per ton.  White Sharks for their improved crit chance - gives you even better 'hail mary' odds than the other tubes, or allows you to even adopt a 'crit it to death' approach against very tough ships.

Now, is this capability -worth it-?  Ehh.  Not so sure there, as missiles have a huge problem with ammo weight.  But I can see the arguement.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 28 April 2020, 13:19:43
Probably more too fast than too slow.

Well, the AR-10 launcher weights more than a Barracuda and a Killer Whale, and its ammo is not compatible with the standard launchers. I assume it is mostly about staying under 20/40 guns per facing. Of course, that only works if you actually do, as the multiplier is on weapon weight.
I can see the point in logistics, though. Just fire what you have available.
As to weight - yes, that can be a problem. Though a launcher with 10 shots is about the weight of a Naval Autocannon, so I see it as more as a problem of endurance versus damage output.
Title: Re: Warship Race Redux
Post by: Daryk on 28 April 2020, 18:09:09
AR-10s don't just fire whatever ammo you have handy?  ???
Title: Re: Warship Race Redux
Post by: marcussmythe on 28 April 2020, 18:38:14
AR-10s don't just fire whatever ammo you have handy?  ???

What he said?  I dont recall anything saying AR-10s had to be fed a special version of the missiles.  I thought they could draw on any capital missile?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 28 April 2020, 18:57:25
Well, they do have "AR-10" versions in every generic generation tool I know of and our spreadsheet.
I've never been sure, but I assume this was originally to differentiate them when you had to fulfil the design criteria of "at least 10 shots per weapon" in standard rules.
I remember having a case where I even needed 10 of every type I had per launcher.  ???
The actual rules I've read (today, in fact) didn't mention such a necessity in play, with the fluff mentioning they can fire all of those.
I vote we just do that anyways.
Title: Re: Warship Race Redux
Post by: Daryk on 28 April 2020, 19:00:02
I suspect it was just the design software trying to keep the associations of the ammo bays consistent.  Not that any ships have AR-10s AND regular launchers of other types, but it IS possible...
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 28 April 2020, 19:38:33
Dammit: over the last two pages you've ruined all my surprise plans for the PoR fleet lol

Course I cant do half of them because of money issues but still....
Title: Re: Warship Race Redux
Post by: truetanker on 28 April 2020, 19:54:55
Dammit: over the last two pages you've ruined all my surprise plans for the PoR fleet lol

Course I cant do half of them because of money issues but still....

Suggestion: Buy Jumpers and flood the enemy with conventional tactics with low cost repeated attacks by low end cheap warships that can be built for cheap each...

TT
Title: Re: Warship Race Redux
Post by: Jester Motley on 29 April 2020, 00:24:49
AR-10s are an "optimization" for that question of "what if I want to have all 3 missile types on my ship.  They allow flexibility of munition, without having to have dedicated launchers to each type.  If you're not mounting all 3 ammo types, though, you're better off mounting 2 launchers of the type you want, or 1 each of the 2 types you want to run.  Double the tubes, and more efficient.

The biggest issue with missiles is pds, which other weapon systems don't deal with.  Weight is weight, whether its gun mount, ammo, heat sinks, or fire-con.  In turn, they get several advantages, but its also hinky, since better PDS/AMS makes it a research war.  And yeah, that's a consideration on that tech tree.  To me, feels much more "real" to warfare than something like the same NAC-40 built in 2350 does the same damage, weighs the same weight, and has zero improvements in 3050, 700 years later.

Are missiles, and AR-10s worth it?  *shrug*  You'll note I mount small numbers of cuda tubes for their dual role nature and bonuses to hit.  I'm a sucker for "when you absolutely, positively, need to hit this turn..." and the occasional hail mary they provide.  But they're not anywhere near main armaments to me.  Not at this stage for sure.  And I mount NL/55s for similar reasons (I like tactical flexibility... a lot.  to much really.)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 29 April 2020, 03:20:13
Could we incorporate design quirks into our designs? For a cost, balanced by others, or just for fluff?
Well, I guess we can always do the latter.
I think it would offer us new options to differentiate and add "character".
On second thought, have to brood over this some more.
Title: Re: Warship Race Redux
Post by: marcussmythe on 29 April 2020, 13:07:41
Could we incorporate design quirks into our designs? For a cost, balanced by others, or just for fluff?
Well, I guess we can always do the latter.
I think it would offer us new options to differentiate and add "character".
On second thought, have to brood over this some more.

I encourage quirks for fluff's sake, but I would not expect them to have a mechanical effect.  For one thing, I would have to decide what effect they had, if any, on our scale (How much does 'Easy to Maintain' lower the maintenance?  Inquiring minds want to know).  For another, they are pretty wildly imbalanced as against each other if you are trying to min-max them, and the temptation would be overwhelming.

Finally, I would not remember them.  I spent an entire day yesterday working out one part of next turns post, doing battle modeling, figuring out reasonable deployments, strategies, and responses, and running Lanchester Equations.  I struggle to keep track of all the variables that go into that - who has better fighter armor?  Who has how much PDS, and whats the likely distribution of incoming missile fire?  Whats the best fighter gun for anti-armor use that each side has?  How long can a range advantage be held on matching drive ships, and at what risk of exposing the vulnerable aft and nose arcs*?

Thats not a poor-me or a how-smart-I-am, just an acknowledgement that out of that pile of factors, I wont remember quirks :)
Title: Re: Warship Race Redux
Post by: marcussmythe on 29 April 2020, 13:50:27
Also... our spreadsheet is throwing costs for Sub Compact Cores that seem to be much, much higher than on other spreadsheets Ive used, and I think higher than the megamek design application.

Can someone check the spreadsheet vs whats in the books for cost calculations?
Title: Re: Warship Race Redux
Post by: kindalas on 29 April 2020, 14:00:11
Also... our spreadsheet is throwing costs for Sub Compact Cores that seem to be much, much higher than on other spreadsheets Ive used, and I think higher than the megamek design application.

Can someone check the spreadsheet vs whats in the books for cost calculations?

My memory tells me that sub compact cores are 16 times the cost vs a compact cost multiplayer of 3.

And I think it gets obscene with a lithium fusion battery. Like 48 times the cost.
Title: Re: Warship Race Redux
Post by: marcussmythe on 29 April 2020, 14:08:15
My memory tells me that sub compact cores are 16 times the cost vs a compact cost multiplayer of 3.

And I think it gets obscene with a lithium fusion battery. Like 48 times the cost.

The spreadsheet we are using uses that x16.  But Im looking at ships done for other peoples design threads that use sub-compact cores that are way, way cheaper.

Do we know which book Sub-Compact Cores are in?  Im not finding them in Strat Ops
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 29 April 2020, 14:11:51
Quote
I encourage quirks for fluff's sake, but I would not expect them to have a mechanical effect
Oh, I am aware. The maintenance is really what I was thinking of when I said I need to ponder this some more.
Warships mostly get fluff examples, anyways, like Improved Communications on a Bug Eye, which sounds extremely fitting, but the ingame effect is ignoring one level of ECM in combat - which the Bug Eye will want to stay away from. Or improved cooling jacket - yeah, reduce that heavy N-PPC bay heat by 1!  :D
Though the maintenance could just be a penalty in niche cases, like being away from supply lines for long, and I suppose the range bands (1 better, 1 worse) could be workable on some speciality units. 
Actually, is it possible to improve crew training through increased maintenance?

A really interesting one to give out based on events would be "Bad reputation":
Redeem the ship with daring heroism or upgrade them, or eventually public pressure will force a reduction in Naval spending or cancellation of further build orders.  ;D

But yeh, I don't really know how a turn happens, and what influence a design actually has on the outcome. Wouldn't want to make it harder on you.
I see quirks mostly as something coming into play in those rare role-playing / hand of god events, where you might decide on a detail outcome with equal dice rolls based on it, or whatever floats your boat.
In short - yeh, let's not bother all that much.

Edit: Seems they really are that expensive.
KF multiplier 16, TacOps p.141   Man, I am getting ninja'd here. Like, 3 times now. Added a quote to show what the main part of the post was for.

Edit 2: High as the costs may be, I suppose it has a niche. If I understood correctly that very tiny makes it harder to spot. Not sure it'd be harder than 100kt regular, though.
Title: Re: Warship Race Redux
Post by: marcussmythe on 29 April 2020, 18:20:13
But yeh, I don't really know how a turn happens, and what influence a design actually has on the outcome. Wouldn't want to make it harder on you.

(Tactical Layer)
I'm reluctant to go into any detail, lest I let the magic smoke out, but in brief, once its decided that there are ships in system shooting at each other, the outcome is largely decided by math, weighted by some dice rolling - but thats a weighting.  Now, the people IN UNIVERSE can also do math, but they arent working from perfect information - they will sometimes decline battles that I know they would win, or the reverse.

We take into account weight, range, and type of fire, agility of ships, best attack profiles/ranges and the ability to hold that range and what youll give up to do so (Note that forcing a close risks exposing the nose, and forcing the range open risks exposing the tail.  Crits there are worse than on broadside.  Its not a 'never do this', but have a reason and know the risks before exposing those noses and tails).  We pay attention to armor and SI (SI makes up a lot of a small vessels survivability, and helps keep small vessels relevant against their larger cousins). 

Crits go into the math, but very roughly - all weapons have a small chance to crit, which climbs as weapon damage does and drops as armor thickness increases.  Independent of this are the usual independent missile crit chances, which I have also given to the NGauss... 12, 11-12, and 10-12 respectively for L/M/H NGauss.

Fighters will be usually be used either defensively against enemy fighters (if inferior) or offensively in anti-shipping (if superior).  Note that fighters are brutal against ships with light armor, damaged armor, and/or inadequate point defense.

(Strategic Layer)
The much larger question of WHO is fighting WHO, where, with what ships, and what objectives, is actually the more important one.  We keep track of background history and whats happened in game, the personality and quality of national leadership, plug a RNG in to create some disruption, and look at national political goals and capabilities, and those of their enemies.  (If you notice that no one is attacking the TH, its because they can do math.  Each of you probably has at least 2-3 neighbors, and each of those neighbors the same.  One of their considerations every turn is 'can I beat this kid up and take his lunch money'.  Note we mostly exempt the TH from this in large part, because they are conquest-weary and unwilling to bear further costs for violent expansion.  Mostly)

(Operational Layer)
Then its moving ship deployments around, based in part on what you told us was stationed where, and playing games with what information is available to both sides at what time to drive what decisions about what to move where when to achieve the goals we looked at above.  Can you get word to your ships in time?  Can they get there in time?  Are there enough recharge stations to slightly speed its passing, or that of the messenger dropships?  Do you have spare jumpships to form information exchange command circuits? (Communications lag is insane before HPGs come along).  Its sensors and force appreciations outside of engagement range - do you break off, press on?  Roll the dice against a more powerful enemy to try to punch through and burn the dropships and prevent the invasion?  Or break off and make faces at them from outside engagement range, waiting for reinforcements (If you can!  A faster opponent makes more choices for himself, and takes yours away... same for sensors)

One advantage of having two GMs is we smell-test stuff off each other.  It doesnt make us perfect, but if each of us has an utterly hair-brained idea or outcome one time in 10, having us check each other theoretically makes that one time in 100.  Smegish has pulled me back from the edge more than once and catches stuff I miss almost daily.  I dont think he makes as many mistakes as I do, but I try to help, as well.  :)

What we dont do is roll a d6 for Bob, a d6 for Jane, and then whoever rolled higher wins, which we then try to explain using in-game elements.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 29 April 2020, 23:11:14
Question.... the Vittoria's I am buying from the RWR this turn: I have to obviously repair them: do I have to pay maintenance this turn or do they count as just created?
Title: Re: Warship Race Redux
Post by: Smegish on 29 April 2020, 23:28:45
Believe we'll stay consistent with the various THN ship purchases and not make you pay maintenance on top of the repair bill AND what you paid RWR for em.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 29 April 2020, 23:46:42
I wanted to double check because i was like "Oh damn... "... thanks. With that I've finalized my budget now to type it all up.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 30 April 2020, 03:23:56
The maintenance rules as they are, it's cheaper to buy a TH ship, lose it, and buy another one, than to repair it after battle.  ^-^
Title: Re: Warship Race Redux
Post by: marcussmythe on 30 April 2020, 10:19:49
The maintenance rules as they are, it's cheaper to buy a TH ship, lose it, and buy another one, than to repair it after battle.  ^-^

Yall keep this up, Im'ma start charging you maintenance on ships the turn you buy them...
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 30 April 2020, 14:35:55
I may or may not have spent all last night designing ships that mirror canon ships... with the PoR tech levels and not actually writing my turn out....


MML is addicting....

I mean if I keep loosing ships I keep having to buy them: I’m sure you’re okay with that lol.
Title: Re: Warship Race Redux
Post by: marcussmythe on 30 April 2020, 14:40:02
I mean if I keep loosing ships I keep having to buy them: I’m sure you’re okay with that lol.

I think of it as helping address peoples concerns with maintenance costs.

I’m a helper that way.
Title: Re: Warship Race Redux
Post by: Jester Motley on 30 April 2020, 15:28:12
Re quirks...  I'd not be in favor of them as a mechanic of advantage.  I am in favor of them for both personality factors "its not a 48 NPPC ship, its a 48 NPPC ship with targeting software that occasionally identifies asteroids and debris as high-threat targets.  And one cloud that one time in orbit.  Just once, but the software swore it was a McKenna... until it turned into a duck.. then a dragon..."

... and for GM hooks.  In my youth, I thought the perfect character to roleplay was a straight 18s fighter/thief/magic-user/bard with psionics.  Now, I find flaws more fun to incorporate and play.  So if I can throw a bone or two at a gm, or even inspire a good story, its a win all around.  And hell, most of my quirks inspire stories for me, even if I don't fluff them all out.  So yeah, some of my ships will have quirks, and I expect no (game) benefit from them.  (Last game, There was the Zephyr, but which translated back to english as 'rapid ventilation' which also translated into 'breaking west wind' and... That ship will forever have the "increased chance of marine fights in foreign ports/increased chance of diplomatic incident" as a quirk in my book.
Title: Re: Warship Race Redux
Post by: kindalas on 30 April 2020, 16:23:52
When I design units for this game I try to give as many plot hook attachments as I can.

Even though space stations are built in place I still have a jumpship capable of moving them around as needed.

My ships focus on several doctrine choices so that battle outcomes will vary in description.

And the fluff fighters, and maybe soon dropship, designs are a bit off the normal to give extra options for story ideas.
Title: Re: Warship Race Redux
Post by: marcussmythe on 30 April 2020, 19:15:08
Rules update:  On discussion with Smegish, and reflecting on the fact that the Mammoth (50KT, well into the 'large' category) CAN land on planets, and no rules PREVENT a 100kt Dropship design from landing on planets, we are changing the posted rules to allow large dropships (108 Units for a military dropship, 75KT Cargo for a Cargo Dropper) to land on planets.

I am aware a 100KT Dropship with 108 Fighters/Mechs onboard retains a phenomenal amount of tonnage for armor, weapons, engines, fuel, etc. This is appropriate, as it is this tonnage spent on those things that allows a dropship to stay combat relevant in a Warship World.
Title: Re: Warship Race Redux
Post by: truetanker on 30 April 2020, 23:23:12
Official TW rules states a 2/3 MP is needed to take off a planet with standard 1G atmosphere. So if you have a vessel with less, it won't make it off.

And I see nothing against Space Elevators in TW.

Unless I've missed it, again.

TT
Title: Re: Warship Race Redux
Post by: Smegish on 01 May 2020, 09:52:27
Just going to add, if you do edit your turn could you post here to say so, so Marcus and I know to look.

Throwing this out there before it becomes an issue :)

Also, as someone has researched Medium Droppers which won't fit in a Dropshuttle Bay, I have seperated Dropship Collars (DSC) and Dropshuttle Bays (DSB) on the Master Sheet. Believe I have em right but if I stuffed one up let me know.
Title: Re: Warship Race Redux
Post by: Jester Motley on 01 May 2020, 15:09:04
Er... Guilty.

I added in fleet deployment info on my turn.  Sorry, should have said something.
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 May 2020, 17:13:38
No worries.  It didnt change anything, and actually made me feel a bit better about some things that I did when processing your part of the turn.

(Yes, if someones turn involves just them and NPCs, I start cooking it early.)

I'm really looking forward to everyone getting their turns in so we can post the next turn result.  I think the AoW is looking to start a couple decades early.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 01 May 2020, 19:14:12
My turns up. The Cyrus was built in the spreadsheet, so there shouldn't be any problems, although I will never claim my math is infallible. My Admiral is still desperately pushing to avoid major engagements, although the time will soon come where he can unveil his surprise and take on the Lyrans or Capellans.
Title: Re: Warship Race Redux
Post by: Smegish on 01 May 2020, 19:47:25
One thing Venser, while the deployment list is certainly appreciated, could you divide them by deployment zone rather than just listing them in order?

Title: Re: Warship Race Redux
Post by: VensersRevenge on 01 May 2020, 20:01:15
Done.
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 May 2020, 20:04:59
My turns up. The Cyrus was built in the spreadsheet, so there shouldn't be any problems, although I will never claim my math is infallible. My Admiral is still desperately pushing to avoid major engagements, although the time will soon come where he can unveil his surprise and take on the Lyrans or Capellans.

Thats a very shiny ship design, just gotta get the yards and the cash to build them.

Also, a note about the spreadsheet - there is a 'TRO Workup' tab at the bottom.  That may be helpful in getting your ship in an easily posted format.  I find the single block of 'Total Weaponry' particularly useful, as sometimes it can be a little hard to parse what is where as I read down the weapons on the thing.  I notice that shes got heavy broadsides, with lighter capital scale weapons on the front flanks and nose, but that her hindquarters are lacking all capital weaponry.  I assume the idea is to close on the front edge of your broadside arcs, avoiding exposing your tail and 'edging in'?

I like what your doing with the fluff.  If you want to write more - maybe internal meetings of the Admiralty Board, etc.. anything that could give a window into what the Admirals are up to.. or with how the Marik -sees- what they are up to... that could also be interesting!

For the record, as of 2370, Geraldine Marik has been the Captain-General since 2349, and has served in that role with solid competence, albeit pressured by the political winds of the FWL.  That said, she has held up under that pressure.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 01 May 2020, 20:58:40
My turn is posted: double check the math on my ship designs. I did but you know my numbers may be wrong.

Edit: Ill edit which ships are assigned to each squadron momentarily.

Edit: Edited lol. Wish that you can bold and modify thins inside the code tag. Bold and Underline would have helped lol
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 May 2020, 21:07:40
My turn is posted: double check the math on my ship designs. I did but you know my numbers may be wrong.

Edit: Ill edit which ships are assigned to each squadron momentarily.

I see Adm. Jorgensson is an ancestor in spirit at least to Tyra Miraborg.  We will see if fates allow him the same courtesy.

I kinda miss Jacqueline Angler from last game.  I may need a new ‘character’ like her.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 01 May 2020, 21:13:18
He's tired of war and hamstrung by the PoR's small budget: he half considers launching a coup to secure more funds, or at least threatening the government.

Meanwhile I've gone thru the list of canon Warships and created PoR variants of the Riga CV, Mako Co, Lola II CC, Suffren DD, and a scout JS that cost's a billion but has LF Batteries and NCSS and mimics an Invader. Just because 'options!'. And I have my carrier variant ready to go, just didn't want to go negative in budget wise to make one.
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 May 2020, 21:17:31
Not to dissapoint the admiral, and Im away from my spreadsheets, but I believe the PoR is already running an ‘overheat’ budget.  Its not going to cripple their long term economic prospects, but their on the ‘guns’ side of ‘guns v butter’.

That said, your beating the historical PoR by head and shoulders!
Title: Re: Warship Race Redux
Post by: truetanker on 01 May 2020, 21:22:51
DCN ensign: " Sir! Their using Head and Shoulders. "

DCN officer: " Better use Pert then. "

DCN ensign: " Aye, aye sir! "

PoR admiral: " They fell for it, use the Brut body wash, and finish it with light aftershave spritz! "

PoR crew: " Right sir! "

TT
Title: Re: Warship Race Redux
Post by: kindalas on 01 May 2020, 21:31:36
I see Adm. Jorgensson is an ancestor in spirit at least to Tyra Miraborg.  We will see if fates allow him the same courtesy.

I kinda miss Jacqueline Angler from last game.  I may need a new ‘character’ like her.

She's my first lord now. Hands off...

...just writing my fluff and fiction.

Then I'll post.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 01 May 2020, 21:40:30
Not to dissapoint the admiral, and Im away from my spreadsheets, but I believe the PoR is already running an ‘overheat’ budget.  Its not going to cripple their long term economic prospects, but their on the ‘guns’ side of ‘guns v butter’.

That said, your beating the historical PoR by head and shoulders!

I know: doesn't mean he cant be angry lol

DCN ensign: " Sir! Their using Head and Shoulders. "

DCN officer: " Better use Pert then. "

DCN ensign: " Aye, aye sir! "

PoR admiral: " They fell for it, use the Brut body wash, and finish it with light aftershave spritz! "

PoR crew: " Right sir! "

TT

Vikings use our axes to shave. And blood for body wash... clearly
Title: Re: Warship Race Redux
Post by: Smegish on 01 May 2020, 22:00:25
DCN ensign: " Sir! Their using Head and Shoulders. "

DCN officer: " Better use Pert then. "

DCN ensign: " Aye, aye sir! "

PoR admiral: " They fell for it, use the Brut body wash, and finish it with light aftershave spritz! "

PoR crew: " Right sir! "

TT

Sneaky RWR Captain: We have them both right where we want them. Load the Nair Cannon!
Title: Re: Warship Race Redux
Post by: truetanker on 01 May 2020, 23:00:09
And the Davion admiral states : " Ram them all and let the Aussie sort them out! "

https://external-preview.redd.it/tPdWgUiCayB-0iYkxQfkkFeT_mRl79OiZxn6dbIUS50.jpg?auto=webp&s=80917e2931f2895dd186bc0ec07bd0f24461c928 (https://external-preview.redd.it/tPdWgUiCayB-0iYkxQfkkFeT_mRl79OiZxn6dbIUS50.jpg?auto=webp&s=80917e2931f2895dd186bc0ec07bd0f24461c928)

TT
 >:D :thumbsup:
Title: Re: Warship Race Redux
Post by: VensersRevenge on 01 May 2020, 23:24:41
I have modified my post to include some basic ideas surrounding the FWLN doctrine, and shine some light on one of the many schemes I am choosing to indulge in. Between Talwar's, my soon to be seen Battleship, and ALEXA, I hope that the FWLN is just as bizarre as the League is.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 02 May 2020, 13:30:34
Just spent a few hours reading through the history of the DC leadership. Man, what a shitshow.  xp
Well, every house probably had their own breed of incompetence.
Also, it seems that the area between the Combine and TH, at this point, should still be uncolonized.
And Luthien is a minor agrarian world.  ;D
Title: Re: Warship Race Redux
Post by: marcussmythe on 02 May 2020, 13:37:16
Just spent a few hours reading through the history of the DC leadership. Man, what a shitshow.  xp
Well, every house probably had their own breed of incompetence.
Also, it seems that the area between the Combine and TH, at this point, should still be uncolonized.

It may not have any significant populations.  Indeed, in 2350, most of your star nations likely consist of a handful of garden/industrial worlds with populations no greater than a small european nation, surrounded by many other planets with no significant industry and a smattering of towns.  Even so, it is within your 'sphere of influence' for our purposes.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 02 May 2020, 14:03:42
Lol I spent that time reading the last 25 pages of the previous Warship Redux.

But actual question: how much should colonization cost? Like if I dedicate one Jumpship to it? Half a dozen? A Billion C-Bills to go with it?
Title: Re: Warship Race Redux
Post by: marcussmythe on 02 May 2020, 14:22:56
Lol I spent that time reading the last 25 pages of the previous Warship Redux.

But actual question: how much should colonization cost? Like if I dedicate one Jumpship to it? Half a dozen? A Billion C-Bills to go with it?

You may have noticed your borders expanding last turn.  This represents colony growth, diplomacy, etc.
You are the Chief of Naval Operations, not the President, or the Minister of Trade and Colony Planning.  As such, you do not budget for colonies, nor do you order them founded.

Some of your decisions as CNO may have a knock-on effect on colony growth.  A giant pile of military jumpships are a resource that may somewhat increase colony growth.  As would a solid trade infrastructure, or good anti-piracy patrols, etc.  But these are minor, second-order effects, and will not pay for themselves save in the longest term, if even then - because the purpose here is to build a NAVY, not a Star Nation.  The Navy you build will have an impact on your Star Nation, but the Navy is not an instrument to directly build your star nation.

I -suppose- if you wanted to stick opulent recharge and resupply stations outside your controlled space (think Coaling Stations for Colonial Powers), there is a chance those could also form the nucleus of colony growth - but I dont see that as being a quick or reliable return on investment.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 02 May 2020, 15:16:04
Well, you see, the PoR has an immense coffer of unspent wealth, and they just don't know what to do with it.  :D

Also, it occured to me: Besides Armoured suits and Battle Armour, we could also add non-primitive mechs to the tech tree.

And as for the actual reason of this post: I've updated my turn, but it is still not done. Just figured I'd do that regularly before I lose it.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 02 May 2020, 15:57:02
Lol I get it: just figured I’d ask if I wanted to dedicate some money towards it.

I am planning for a future where the PoR eventually does get wiped out at some point or another.

Well, you see, the PoR has an immense coffer of unspent wealth, and they just don't know what to do with it.  :D

Also, it occured to me: Besides Armoured suits and Battle Armour, we could also add non-primitive mechs to the tech tree.

And as for the actual reason of this post: I've updated my turn, but it is still not done. Just figured I'd do that regularly before I lose it.

I’d get you for that one.... but I’d rather let the Davions and Lyrans have their fun and spend the time resting up. ;)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 02 May 2020, 16:10:56
I've noticed today that the DC will probably end up being perpetually ruled by the von Rohrs family terror regime, as the revolt against it pretty much came from occupied rasalhague's resistance.
Title: Re: Warship Race Redux
Post by: marcussmythe on 02 May 2020, 16:16:08
I've noticed today that the DC will probably end up being perpetually ruled by the von Rohrs family terror regime, as the revolt against it pretty much came from occupied rasalhague's resistance.

At this point, its in Kurita hands.  Why do we assume the Von Rohr will ever take power?
Title: Re: Warship Race Redux
Post by: Daryk on 02 May 2020, 16:18:13
Losing against Rasalhague would be reason enough, I think...
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 02 May 2020, 16:27:08
Well, the line is the result on an "illegitimate" child of a Kuritan princess and a stable hand, and an internal squabble not connected to politics.
Really, anything could happen.
Maybe we should just peacefully integrate the PoR into the combine and get them in charge of our horses... no wait.
It's a pity I can't just buy ships from the TH. They could be used in false flag operations.
Title: Re: Warship Race Redux
Post by: marcussmythe on 02 May 2020, 18:22:55
It's a pity I can't just buy ships from the TH. They could be used in false flag operations.
Res ipsa loquitor.  :)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 02 May 2020, 19:11:31
I'm feeling misunderstood here.  :D
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 02 May 2020, 19:57:16
It's a pity I can't just buy ships from the TH. They could be used in false flag operations.

Man why didn’t I think of that! Dress up a couple of my purchased ships in TH colors and get the DC annoyed at them lol
Title: Re: Warship Race Redux
Post by: Smegish on 03 May 2020, 02:05:17
So, marcus and I have talked about cooking up rules for hiring privateers to harass your neighbours with, and I know Mad Marian has pushed the idea, how many others feel like they'd make use of it, before we spend much effort on it?
Title: Re: Warship Race Redux
Post by: VensersRevenge on 03 May 2020, 02:46:05
It certainly adds options, although I feel they are more likely to hurt me than help me. But I'm certain the Capellans will enjoy it, and who am I to ruin their fun?
Title: Re: Warship Race Redux
Post by: kindalas on 03 May 2020, 08:05:43
So, marcus and I have talked about cooking up rules for hiring privateers to harass your neighbours with, and I know Mad Marian has pushed the idea, how many others feel like they'd make use of it, before we spend much effort on it?

Can I just give my ships a new paint job and send them out to do that?

I think a more vague "areo equipped mercenaries" budget line would be more in theme with us not actually making wartime descisions.

Unless you want to gradually give us more strategic decision making power.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 03 May 2020, 14:04:25
Well, if you find a way to do it that is easy enough to convey and not too much effort on you, then go right ahead.
Title: Re: Warship Race Redux
Post by: kindalas on 03 May 2020, 14:40:12
Posted my turn.

What additional information do you need to help?
Title: Re: Warship Race Redux
Post by: Smegish on 03 May 2020, 15:11:36
A breakdown of which ships can be found on which borders would be nice, but isn't needed.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 03 May 2020, 15:13:25
I mean... I'm not really opposed only because I can't think of an argument against it. It makes sense... but it has to be done properly: by properly I mean you can't just hire a fleet of McKennas.

Id be thinking something like either a raider mech company or battalion, an aerospace wing or regiment for two tiers of cost. (Obviously they provide their own transport: unless you want to). For Warships..... i'd say nothing larger than a size one (aka 250,00).... unless we want to pay big bucks to hire like a size two.
Title: Re: Warship Race Redux
Post by: kindalas on 03 May 2020, 15:18:19
A breakdown of which ships can be found on which borders would be nice, but isn't needed.

I'll put something together.

And some ship names.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 03 May 2020, 16:16:18
I mean... I'm not really opposed only because I can't think of an argument against it. It makes sense... but it has to be done properly: by properly I mean you can't just hire a fleet of McKennas.

I'd instantly hire one if it was available.
I think "pirates" is the odd jumpship with a dropper full of assorted misfits, though, to damage the economy. Not a warship. If they can afford that, what is the point in piracy?
A Frigate costs as much as a regiment of mechs + support and auxiliary troops and the dropships to move them.
Title: Re: Warship Race Redux
Post by: Smegish on 03 May 2020, 16:38:10
Pirates would be running around in either standard-core JumpShips with DS, or discarded compact/primitive-core vessels like Aquilas or the Vigilants the THN just 'scrapped. 
Title: Re: Warship Race Redux
Post by: kindalas on 03 May 2020, 17:15:39
A breakdown of which ships can be found on which borders would be nice, but isn't needed.

Fleets built and names assigned.

I hope it helps your GM process.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 03 May 2020, 18:06:30
I see you're first listing what assets you already have.
At first I was like "Holy crap! :o They're building all of that? What are they planning?".  ;D

In other news, I have seemingly completed my turn. Fluff is still to be added.
Title: Re: Warship Race Redux
Post by: Smegish on 03 May 2020, 18:15:54
Kindalas are you aware of where Alarion is? Closest neighbour is the RimJobs, and they are more than a few jumps from there...

Now if that fleet is serving as your periphery patrol, and counterattacking as needed, that's fair enough.
Title: Re: Warship Race Redux
Post by: marcussmythe on 03 May 2020, 18:33:12
Unlimited:  Need Cargo on Fubuki Mk 2, and Cargo, Fighters, and Smallcraft on Tenshu, please?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 03 May 2020, 18:50:55
Just noticed that.  :) Must have missed the new block on the new Spreadsheet (The Fubukis still used the old one). As usual, the new station uses small craft berths for fighters, as well.
Title: Re: Warship Race Redux
Post by: kindalas on 03 May 2020, 20:52:59
Kindalas are you aware of where Alarion is? Closest neighbour is the RimJobs, and they are more than a few jumps from there...

Now if that fleet is serving as your periphery patrol, and counterattacking as needed, that's fair enough.

The Alarion fleet is listed as invasion because that is it's job. But it's also to support any of the three other fleets.

And I wanted to give you guys as much flexibility as possible.
Title: Re: Warship Race Redux
Post by: marcussmythe on 04 May 2020, 14:17:07
Since everyone else is doing it, I gave some firm deployment info for the CC.

I dont see any future in doing it for the TH, other than 'lots of ships basically everywhere, with far too many more within a jump or two'

Also, what site does everyone use for image hosting?  Ive started using GalCiv3 to build images for ship designs, and I need to host somewhere to post here.  If I can?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 04 May 2020, 15:11:46
Man, writing fluff is hard.
Aren't most BT space ships just slightly differently shaped cylinders?

Also, I wonder what the LC needs an invasion fleet for.
Are they planning to gouge themselves on their neighbors?
Title: Re: Warship Race Redux
Post by: truetanker on 04 May 2020, 15:19:36
Which is why I sent memos to myself and others...

Wheels turn for so long before they need blood to grease their stops.

TT
Title: Re: Warship Race Redux
Post by: kindalas on 04 May 2020, 15:21:57
Man, writing fluff is hard.
Aren't most BT space ships just slightly differently shaped cylinders?

Also, I wonder what the LC needs an invasion fleet for.
Are they planning to gouge themselves on their neighbors?

The Lyran Government practices active deterrent strategies regarding it's neighbours.

It would be best if everyone moved their borders back by a respectful 180 LY to give the Lyran Merchant fleet room to ply their trade.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 04 May 2020, 15:29:16
Ships don’t have to be cylinders BUT they usually have to have some form of massive engine array/ area for Jump Sail to come out of. I could attempt to draw some of my ships... but I’m not the best artist thought I have drawn ships before (some turn out okay IMO)

Edit: I also compared the DCA and the PoR fleet and found its kinda similar... except the DCA has twice the mass and therefore more room on their ships for things. Also they have much better cargo as a result, a monster Cruiser as a flagship, and a slight edge in fighters. I almost regret skipping my carrier upgrade to next turn.
Title: Re: Warship Race Redux
Post by: marcussmythe on 04 May 2020, 15:41:22
Ships don’t have to be cylinders BUT they usually have to have some form of massive engine array/ area for Jump Sail to come out of. I could attempt to draw some of my ships... but I’m not the best artist thought I have drawn ships before (some turn out okay IMO)

Motley Jester turned me on to using the ship design tool in GalCiv 3 - its not as finely detailed as doing them in an actual 3D modeling program, but it probably gives me better results (I am a poor 3D Modeler).  And I cannot draw for anything, so this is likely as good as it gets for me.
Title: Re: Warship Race Redux
Post by: Jester Motley on 04 May 2020, 19:22:10
Easiest image site in my opinion is Imgur.  Create an account if you don't have one, then drag and drop your images in.  If you then click on the image, you'll get a list of pre-gen links you can use, and at the bottom right is a selection box for sizes.  I've given examples of small/med/large thumbnail here:

(https://i.imgur.com/CbgvpAXt.png)
https://imgur.com/CbgvpAX

(https://i.imgur.com/pM1Zx9Sm.png)
https://imgur.com/pM1Zx9S

(https://i.imgur.com/3ZCE23Nl.png)
https://i.imgur.com/3ZCE23N

I recommend including the direct link as well, so people can view your images in all their glory and full size.

Use the "BBCode" image tag (5th one down, 2nd up in the link list) and just paste it in here to embed the image like above, and it'll work on this forum.

Also, for those looking for a quick, easy, and frankly gorgeous resulting ship builder, as Marcus notes, I'm a huge fan of Galactic Civilization's shipbuilder (I'm using GalCiv3).  Game is great on its own, but the builder makes ships like these take minutes instead of hours or days.  I'm planning on having ships for each of my designs eventually.  All of the above designs are from GC3.

Oh, and some tips-  Options, use all parts lets you use any race's ship parts.  The XYZ tool is useful at times, too.  But the most useful tool is the ability to select a set of parts, save them as a whole, and use them...  Including in other ship designs.  Build your Dropship, then import it in for dropship mounts on your ships.
Title: Re: Warship Race Redux
Post by: marcussmythe on 04 May 2020, 19:24:37
-looks at your designs-
-looks at mine-
Damn.

I really like the dropship.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 04 May 2020, 19:29:06
Nice...
Title: Re: Warship Race Redux
Post by: Jester Motley on 04 May 2020, 20:10:40
A few more, if anyone is interested.  Some of these were built "in game" for my civilization's warships, so they're not as "BT" as the ones I'm working on for here.  (And yes, I am highly inspired by various Anime, Robotech especially, but there's other influences in there:

(https://i.imgur.com/iY1t5N2m.png)https://imgur.com/iY1t5N2
(https://i.imgur.com/pYD5ppym.png)https://imgur.com/pYD5ppy
(https://i.imgur.com/Fk65x1Tm.png)https://imgur.com/Fk65x1T
(https://i.imgur.com/yhcKMO9m.png)https://imgur.com/yhcKMO9

A dropship I came up with (and will likely be a "part" used in warship designs):
(https://i.imgur.com/OTyIYsdm.png)https://imgur.com/OTyIYsd

DS took me like 10 minutes?

Various ships take me anywhere from 15-60 minutes?  Depends on how much I fiddle with them.  And I "save often" and then "use design" in case I end up down a road I decide is "noooo, not this."  And some design roots will inspire several ships, or ship styling for use in several ship designs.

And... I feel like I'm bragging here, but I more want to show what the ship designer will do.  Though I don't do it justice.  Sooooo many parts... so many things to do.  And if you need to add after effects, I do a screenshot to save the picture itself, but I paste it in paint, and you can add effects, paint touches, etc. in that.  Or if you're good with gimp, or other higher end/better picture editors, you can do some great things with those.

You can also export your designs from the shipbuilder.  Theoretically?  You can then import them into 3d design software?  Beats the heck out of me though, I haven't gone anywhere near that yet.

Title: Re: Warship Race Redux
Post by: marcussmythe on 04 May 2020, 20:15:51
Some 3D design software has the ability to turn around and export the design/image as line art.  That speaks to me, as a child of TRO 3025 and 3026
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 05 May 2020, 09:12:14
I've always imagined my Assault Cruiser as looking somewhat like a beefed up leopard (albeit 450x the size) bulged out a little at the center axis, with grav decks around a slimmed "waist".
Thinking about it more, that might be a bit inefficient.
And I thought of the Kutais and Fibukis more or less as blown out cans.  :beer: But it's probably unto smegish to tell me how they actually look like. ^^

I've coincidentally been looking at a lot of videos and descriptions of ships from the late 19th to mid 20th century recently, and I wondered: Will stations, for us, take the place of coastal defense ships?
Also, Ammo apparently doesn't factor into ship cost?  ???
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 May 2020, 09:34:46
I've always imagined my Assault Cruiser as looking somewhat like a beefed up leopard (albeit 450x the size) bulged out a little at the center axis, with grav decks around a slimmed "waist".
Thinking about it more, that might be a bit inefficient.
And I thought of the Kutais and Fibukis more or less as blown out cans.  :beer: But it's probably unto smegish to tell me how they actually look like. ^^

I've coincidentally been looking at a lot of videos and descriptions of ships from the late 19th to mid 20th century recently, and I wondered: Will stations, for us, take the place of coastal defense ships?
Also, Ammo apparently doesn't factor into ship cost?  ???

Some people seem to be including a basic ammo load in their ship cost, others are not.  I do, and I think it should be that we do, but ammo is such a tiny fraction of cost that Im not losing sleep over it.

Stations largely take the place of coaling stations, complete with armament.  Id reckon armed droppers serve the coastal defense role.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 05 May 2020, 10:24:39
Well, the thing with droppers is that they are no match for a warship, being unable to mount weapons that can actually harm them.
I suppose once Castle Brians become available, we can use those as "shore batteries". We're not able to just install gun turrets on asteroids, are we?
I just wonder why ammo cost is being calculated in the ship cost and then not added to the total. You're right in that it doesn't really matter, though.
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 May 2020, 10:37:44
Well, the thing with droppers is that they are no match for a warship, being unable to mount weapons that can actually harm them.
I suppose once Castle Brians become available, we can use those as "shore batteries". We're not able to just install gun turrets on asteroids, are we?
I just wonder why ammo cost is being calculated in the ship cost and then not added to the total. You're right in that it doesn't really matter, though.

True, Droppers are little match for a full up warship. 
OTOH, Coast Guard Cutters do not fare well against DDGs, nor did their predecessors against BBs.
If you were to install a gun on an asteroid, it would be, essentially, a 'space station' attached to a rock.  It would be a bit sneakier, but less mobile.  Im not sure that there is much advantage in doing so, or much value in differentiating the two.
Title: Re: Warship Race Redux
Post by: kindalas on 05 May 2020, 11:15:12
I'm thinking about writing an IC invasion doctrine for the LC, would that be helpful for turn procesing?
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 May 2020, 11:16:16
Cant hurt?   Maybe edit into your turn on the IC posting, so itll be a relatively easy find when were processing turns?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 05 May 2020, 11:31:07
OTOH, Coast Guard Cutters do not fare well against DDGs, nor did their predecessors against BBs.
Ah, I meant coastal defense ships, as described f.Ex. here (https://en.wikipedia.org/wiki/Coastal_defence_ship).
Though I can see that those can not effective be build with existing rules.
Didn't the WoB make use of hidden bases on Asteroids? As did, I believe, the TC against the SLDF. Not sure what rules would be used to actually build one, though.
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 May 2020, 11:35:20
Ah, I meant coastal defense ships, as described f.Ex. here (https://en.wikipedia.org/wiki/Coastal_defence_ship).
Though I can see that those can not effective be build with existing rules.
Didn't the WoB make use of hidden bases on Asteroids? As did, I believe, the TC against the SLDF. Not sure what rules would be used to actually build one, though.

Oh, that?  Thats just a warship with a really bad cargo fraction, and maybe low thrust.  If SI wasnt coupled to thrust, you could build some mean as all get out 1/2 orbital defense ships.

That said, there wont always be parallels between one thing and another thing.  At least until you hit 200 armor on every facing (presuming AC/20s), the cheapest defense against warships is fighters.  Some slow, overgunned warships, backed up by fighters from the planet, might make a good defense force, and one more agile than stations - though I think Stations+Fighters may be the best solution for defending a single point in space. 
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 May 2020, 11:42:23
I'm thinking about writing an IC invasion doctrine for the LC, would that be helpful for turn procesing?

Also, how did you get 292 systems for the LC?  Did you count every dot on the map in blue space? 

I think we can probably treat systems shown on the map as 'habitable', though at this point many will not be inhabited, at least not by any significant population.  There is no way at this early date the LC has meaningful populations on all 292 worlds.  At the same time, if we were showing EVERY star, those maps would be far more densely populated.

Still, putting a coaling station or at least some lonely people out in the black over every potentially habitable system in LC space has to have some value. 

For the record, you should not worry about or attempt to garrison -every- solar body in LC space.  Napkinmath suggests low hundreds of thousands, at least.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 05 May 2020, 11:51:48
The inhabited systems even during the hayday of the star league will not even amount to 1% of the existing systems.
Regarding defense, I think stations have the advantage of cost. Sure, they don't move, and are more fragile, but any important system (yards, or political relevance) can be easily covered by 5 of them to defend a planet or yard at the cost of a half corvette.
I actually find it quite interesting that no one so far built ships to counter fighters - but then, no one but the FS has actually researched AC/20s yet.
Oh, and the Artillery Cannons are not in the spreadsheet. Can I just add them, should I need them?
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 May 2020, 12:18:58
The inhabited systems even during the hayday of the star league will not even amount to 1% of the existing systems.
Regarding defense, I think stations have the advantage of cost. Sure, they don't move, and are more fragile, but any important system (yards, or political relevance) can be easily covered by 5 of them to defend a planet or yard at the cost of a half corvette.
I actually find it quite interesting that no one so far built ships to counter fighters - but then, no one but the FS has actually researched AC/20s yet.

Depends on what you consider a counter to fighters?  The BEST Counter to a fighter is another fighter.  The FS has their CVs, and several people have designs with alot of fighters on them.

Countering fighters with warship armament is challenging - if you want enough PPCs/ACs/Lasers to deplete a 100 fighter swarm with meaningful speed... thats a LOT of PPCs/Lasers/etc., and remember youll need to buy 4 for every 1 that's going to be in arc.  AAA armament will probably climb.  I reckon, based on my memories of Aerotech, that IN GENERAL it takes about half a fighters total armor in damage to kill it/send it running home, on average.  So call it 80 damage to mission kill a generic 50 ton fighter.

Now, what I think is turning people off to fighters right now is the idea that once you layer on 200 armor on every facing your ship is 'immune' to fighters, and we are watching armor numbers climb right now.  Still, I would consider:

1.)  Older ships, smaller ships, etc. are still in service, and will be for a long time.  Few ships right now have 200 armor on every facing.  And AC/20s are not hard to get.

2.)  Even with 200 armor on every facing, fighters are at least a threat to anything outside the armor belt.  Radar and optical and IR and all those other fun sensors probably dont work through warship armor, and once the sensors are gone, a warship is a large, expensive, hunk of metal.  Weapons and Drives may have SOME vulnerability, though much less.  Now, Im not saying a dozen fighters will blind warships left and right - but you cannot just ignore them.  Consider that Battleships have been sunk by fire that they should, formally, have been immune to.

3.)  If the fighters aren't having to operate alone, but have warship support, they can capitalize on armor facings weakened or depleted by their allied warships fire.  Its relatively easy to hide a damaged facing from the enemy wall - rolling ship is a thing, for reasons, and similarly you can hide nose or tail if your not as concerned about what direction your accelerating.  Fighters swarming over a ship don't care, and will go after the weakest point.  Few ships will reliably have 200 armor on every facing once the shooting starts. 

4.)  RE: Artillery Cannons - I don't see a problem with them, nor with adding them.  That said, Im not sure what the use case is?  They are -not- AOE on space hexes - space hexes are far too large.  The best 'use case' I can find for them is after the invention of reflective armor (do we even have that on our charts?  Either way, that turn wont come this year..), as they are sudden death to reflective armored craft - and reflective armor is itself super-effective against the energy weapons common in space?
Title: Re: Warship Race Redux
Post by: kindalas on 05 May 2020, 12:35:10
Also, how did you get 292 systems for the LC?  Did you count every dot on the map in blue space? 

I think we can probably treat systems shown on the map as 'habitable', though at this point many will not be inhabited, at least not by any significant population.  There is no way at this early date the LC has meaningful populations on all 292 worlds.  At the same time, if we were showing EVERY star, those maps would be far more densely populated.

Still, putting a coaling station or at least some lonely people out in the black over every potentially habitable system in LC space has to have some value. 

For the record, you should not worry about or attempt to garrison -every- solar body in LC space.  Napkinmath suggests low hundreds of thousands, at least.

I counted the dots.

And I did it to figure out if my space station orders were reasonable or excessive.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 05 May 2020, 13:05:56
Definitely excessive.  :D
... but man, counting all the dots. You got too much time.  ;D Just like I use too many smileys.
As for Anti-Fighter weapons: Barracudas. They may not be weight-effective, but they are cost-effective. Fighters do offer a great power to weight ratio.
Probably the best tactic against fighter swarms is to just run away, but stay in threat range, and give the enemy a bit of Nagumo's Dilemma.
Artillery Cannons I mostly just like for the fluff, but they do offer a reasonably ranged, 20 damage weapon to hit fighters with. Sure, in 5pt clusters, but still. It's just... I know it's space, but Flak just needs to explode...  :-[

So, I've been pondering this for a long while now, but didn't know how to post it;  If I build a fleet tender with a large repair bay, can I fix ships near the front and thus increase effective fleet readiness?
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 May 2020, 13:12:46
Definitely excessive.  :D
... but man, counting all the dots. You got too much time.  ;D Just like I use too many smileys.
As for Anti-Fighter weapons: Barracudas. They may not be weight-effective, but they are cost-effective. Fighters do offer a great power to weight ratio.
Probably the best tactic against fighter swarms is to just run away, but stay in threat range, and give the enemy a bit of Nagumo's Dilemma.
Artillery Cannons I mostly just like for the fluff, but they do offer a reasonably ranged, 20 damage weapon to hit fighters with. Sure, in 5pt clusters, but still. It's just... I know it's space, but Flak just needs to explode...  :-[

So, I've been pondering this for a long while now, but didn't know how to post it;  If I build a fleet tender with a large repair bay, can I fix ships near the front and thus increase effective fleet readiness?

I would rule that a fleet tender with a repair bay large enough to handle a ship will in fact aid the repair time, and maybe even cost (think first aid vs. the damage of limping a wrecked ship home).  Whether thats WORTH it?  Probably only in a very high intensity conflict where youve got a lot of battles very fast, which we have not seen yet.

Simiarly, a cheap yard forward might help, as well.  Id allow even a small yard to help REPAIR a larger ship, even if it couldnt BUILD it.
Title: Re: Warship Race Redux
Post by: kindalas on 05 May 2020, 14:36:16
Simiarly, a cheap yard forward might help, as well.  Id allow even a small yard to help REPAIR a larger ship, even if it couldnt BUILD it.

I'm gald my turn 1 jumpships are finally being validated.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 05 May 2020, 17:29:28
Thought about making a Warship for pure Anti-Fighter Duty. Don't have the budget for the PoR although I have been trying to think about it. Problem is it has to be a larger vessel to be very effective at least IMO. I also want it to have a fighter wing (or three) of its own and enough Cargo and Droppers to help this. Batteries of Larger Lasers/PPC's (maybe some Mediums), AC/20s and batteries of MG's, maybe a bunch of AC/2's or AC/5's, bunch of LRM 20's. Heavy Armor but fast speed, with NCSS. Barracuda's and NL/45's as really the only Capital Armament but they are good at anti-fighter duty too.

Yeah it's gonna be expensive...

Also, how did you get 292 systems for the LC?  Did you count every dot on the map in blue space? 

I counted twenty in the Blue space   ;D
Title: Re: Warship Race Redux
Post by: kindalas on 05 May 2020, 18:23:20
I counted twenty in the Blue space   ;D

You're in teal space. The Dragon's least favorite colour. You should have bribed the map guys to give you yellow. Then the dragon would be afraid of you.
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 May 2020, 18:32:04
Thought about making a Warship for pure Anti-Fighter Duty. Don't have the budget for the PoR although I have been trying to think about it. Problem is it has to be a larger vessel to be very effective at least IMO. I also want it to have a fighter wing (or three) of its own and enough Cargo and Droppers to help this. Batteries of Larger Lasers/PPC's (maybe some Mediums), AC/20s and batteries of MG's, maybe a bunch of AC/2's or AC/5's, bunch of LRM 20's. Heavy Armor but fast speed, with NCSS. Barracuda's and NL/45's as really the only Capital Armament but they are good at anti-fighter duty too.

Something like this?

Code: [Select]
Class/Model/Name: CG Gul Fagel (Swedish:  'Yellow Bird')
Tech: Inner Sphere
Ship Cost: $9,508,604,000.00
Magazine Cost: $31,535,200.00
BV2: 117,827

Mass: 750,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Improved Ferro-Aluminum
Armament:
40 Naval Laser 45
80 Capital Launcher Barracuda
240 LRM 20 (IS)
240 AC 5
160 Laser Large
80 AC 2
80 Machine Gun (IS)


Class/Model/Name: CG Arquera
Mass: 750,000

Equipment: Mass
Drive: 180,000.00
Thrust
Safe: 4
Maximum: 6
Controls: 1,875.00
K-F Hyperdrive: Compact (16 Integrity) 339,375.00
Jump Sail: (5 Integrity) 68.00
Structural Integrity: 130 97,500.00
Total Heat Sinks: 6645 Single 6,000.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 9,240.00
Armor: 1248 pts Improved Ferro-Aluminum 1,950.00
Fore: 208
Fore-Left/Right: 208/208
Aft-Left/Right: 208/208
Aft: 208

Dropship Capacity: 2 2,000.00
Grav Decks:
Small: 2 100.00
Escape Pods: 50 350.00
Life Boats: 50 350.00

Crew And Passengers:
78 Officers in 1st Class Quarters 780.00
117 Crew in 2nd Class Quarters 819.00
266 Gunners and Others in 2nd Class Quarters 1,862.00
110 Bay Personnel 0.00

Equipment
Large NCSS

Bays
Bay 1, RBS 20 Fighters, 6 Doors
Bay 2, LBS, 20 Fighters, 6 Doors
Bay 3, Aft, 6 Small Craft, 20,974 Tons Cargo, 4 Doors

Armament:
Nose, RBS, LBS, Aft:
10 Barracuda (10 Rounds Ea)
60 LRM/20 (20 Rnds Ea)
60 AC/5 (20 Rnds Ea)
40 LLaser (20 Rnds Ea)
20 AC/2 (20 Rnds Ea)
20 MG (100 Rnds Ea)

FR, FL, AR, AL
10 NL/45
10 Barracuda (10 Rounds Ea)

She hits the magical 200 armor per facing to be highly fighter resistant.  80 Barracuda Tubes with 10 rounds lets you start killing fighters fast, and then the 40NL/45s, while not as good anti-fighter, wont run out of ammo and also give you stand-off fighter killers.

In close, each approach has about 1380 points of AAA damage, with 20 rounds of fire.  Her anti-ship firepower is at best 'okay' for her class, but shes got a lot of long range fire even so.  Cargo is light, but 2 droppers helps offset that (or you can cut price by about 1.6B per, and leave them at home) and shes an escort, not a deep raider, anyway.  LNCSS included as requested, but thats also .5B on your final price that could come off if your penny pinching.  Left her at 4/6, to match your fleet speed, but could go to 3/5 and slap on about 40 more NL/45s or so.
Title: Re: Warship Race Redux
Post by: Jester Motley on 05 May 2020, 18:46:37
I actually find it quite interesting that no one so far built ships to counter fighters - but then, no one but the FS has actually researched AC/20s yet.

Having had the pleasure of playing last game, and the fighter density that amounted to, I actually feel like I've gone overboard with AA/PDS.

Every ship and starbase runs NLs for a reason.  Those are the first line of defense.  Most of my ships that I expect to go up against fighters either run fighters/small craft themselves, have a dropship for carrying fighters, or run barracuda.  And while AC/5s (and MGs but... yeah) are admittedly bad... thus my CVs, cause all things being even, the side with the most fighters will control "air" space, eventually. 

But you'll note my newest ship mounts NLs for reach out and touch someone, 40 LLs for medium, and 80 AC/20s for "you can ****** right off now, please.  Or if you don't please."  I hope I am running a layered defense against fighters.  Aero, Cuda, NLs, LLs, AC/20s.  Prob need some LRMs.  Those are coming.

Not as good as a dedicated PDS boat, but again, I have CVs, so kinda PDS boat, and... no one else has them...  So, until the threat steps up, I'm okay with that.

And yes, the FS researched AC/20s because we have carriers.  That was intentional.


And on that note, the master spreadsheet lists the Achilles with AC/2s, not AC/20s.  That's a bit of a difference.  Hope that doesn't mess with any turn events, either way.


As to starsystems...  If I remember my fluff reading from many many moons ago, most systems are uninhabited.  One reason pirates and deep raids are so easily done in the fluff.
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 May 2020, 18:49:21
Arrgh!  No, it should not impact this turn, but mea culpa, Ill fix that immediately.

Please, if anyone catches any other errors, please let me know.  Errors are gonna creep in, and a second set of eyes helps.

RE:  Stars - Casual Wiki'ing suggest there are about 2500-2700 stars within 70LY of earth, at least so far detected.  Thats about the same distance out as the TH on our map, on average.  The TH on our map has ~100 stars listed, so.. yeah.  Maybe 1 star in 25 or 30 is inhabited/inhabitable.  Lots of place to hide.

That also I suppose means you can multiply your, say, 300 systems in your area of space by 25 to find out that you would need 7,500 units to have a garrison-however-minor at all of them.  Given 150 Jumpships doing nothing else, you could visit each one once a year.

In the immortal words of Douglas Adams...
Space is big.  Really big.  No, bigger than that...  You may think its a long way down to the chemists...



Title: Re: Warship Race Redux
Post by: UnLimiTeD on 05 May 2020, 19:09:42
I usually just fix them when I see them.
Every ship and starbase runs NLs for a reason.  Those are the first line of defense.  Most of my ships that I expect to go up against fighters either run fighters/small craft themselves, have a dropship for carrying fighters, or run barracuda.  And while AC/5s (and MGs but... yeah) are admittedly bad... thus my CVs, cause all things being even, the side with the most fighters will control "air" space, eventually. 

But you'll note my newest ship mounts NLs for reach out and touch someone, 40 LLs for medium, and 80 AC/20s for "you can ****** right off now, please.  Or if you don't please."  I hope I am running a layered defense against fighters.  Aero, Cuda, NLs, LLs, AC/20s.  Prob need some LRMs.  Those are coming.

Not as good as a dedicated PDS boat, but again, I have CVs, so kinda PDS boat, and... no one else has them...  So, until the threat steps up, I'm okay with that.
Well, last game we didn't have the 100-1 conversion of capital damage.
I honestly think 20 to 1 with an extra /5 penalty for fighters attacking warships would have been the more sensible approach.
Thing is, even last time, the amount of fighters was mostly due to them being able to carry capital missiles, at a time when fighters wouldn't really exist, at all.
And warships having large strips of toilet paper for armour, but that is another matter.

... actually, could you just mine all the empty systems you want "guarded"?

Edit:
Code: [Select]
Class/Model/Name: Fleet Tender

Ship Cost: $13,240,608,000.00
Magazine Cost: $0.00

Mass: 900,000

K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Standard
Armament:
16 Naval Laser 45
96 Laser Small

Equipment: Mass
Drive: 162,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 2,250.00
K-F Hyperdrive: Compact (19 Integrity) 407,250.00
Jump Sail: (5 Integrity) 75.00
Structural Integrity: 75 67,500.00
Total Heat Sinks: 1216 Single 602.00
Fuel & Fuel Pumps: 18750 points 7,650.00
Fire Control Computers: 0.00
Armor: 508 pts Standard 1,150.00
Fore: 80
Fore-Left/Right: 85/85
Aft-Left/Right: 85/85
Aft: 88

Dropship Capacity: 0 0.00
Grav Decks:
55m : 1 50.00
109m : 2 200.00
Large: 0.00
Escape Pods: 100 700.00
Life Boats: 110 770.00

Crew And Passengers:
49 Officers in 1st Class Quarters 49.00
176 Crew in 2nd Class Quarters 176.00
63 Gunners and Others in 2nd Class Quarters 63.00
624 Bay Personnel 0.00
5 1st Class Passengers 50.00
362 2nd Class Passengers 2,534.00
300 Steerage Passengers 1,500.00

# Weapons Loc Heat Damage Range Mass
2 Naval Laser 45 All 140 90 (9-C) Extreme-C 1,800.00
12 Laser Small All 12 36 (3.6-C) 6.00

Equipment Mass
NCSS Small 100.00
Naval Tug Adapter 90,100.00
MASH Unit 7.50
Repair Bay Unpressurized 500k 12500

72 Fighters
96 Small Craft
76kt Cargo
Been pondering this for a while now, so the design is weeks old. Could provide a forward fleet with maintenance and crews with grav deck leave.
Obviously, with the price involved, it'd probably be cheaper to build a new yard every second turn.
Maybe I should create a full-on Holiday ship instead.  :))
Title: Re: Warship Race Redux
Post by: marcussmythe on 05 May 2020, 19:26:00
Its not something yould want a lot of.  Might wait till total hull count is higher.

Otoh, you cant carry a yard into hostile space.

RE: Mines...

Id worry about killing civilian jumpers passing through?
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 05 May 2020, 19:54:11
Something like this?

I mean.... yeah....damn my procrastination!
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 05 May 2020, 19:54:29
What upstanding citizen of the combine would avoid customs in an uninhabited system?  :D
True, though. Better mark those.
Title: Re: Warship Race Redux
Post by: kindalas on 05 May 2020, 20:26:51
I usually just fix them when I see them.Well, last game we didn't have the 100-1 conversion of capital damage.
I honestly think 20 to 1 with an extra /5 penalty for fighters attacking warships would have been the more sensible approach.
Thing is, even last time, the amount of fighters was mostly due to them being able to carry capital missiles, at a time when fighters wouldn't really exist, at all.
And warships having large strips of toilet paper for armour, but that is another matter.

... actually, could you just mine all the empty systems you want "guarded"?

Edit:
Code: [Select]
Class/Model/Name: Fleet Tender

Snip

Been pondering this for a while now, so the design is weeks old. Could provide a forward fleet with maintenance and crews with grav deck leave.
Obviously, with the price involved, it'd probably be cheaper to build a new yard every second turn.
Maybe I should create a full-on Holiday ship instead.  :))

I just put the repair yard on a jumpship much cheaper that way.

And I did build the Marsden as a minefield equivalent.

Title: Re: Warship Race Redux
Post by: UnLimiTeD on 06 May 2020, 06:27:11
That is actually a pretty good idea.
Of course, that means practically no cargo for the spares to do the repairing with.
Still, limiting maintenance to 2b a turn...  :-\
Actual robotic fighters could, of course, work, but why not just actual mines?
I could see the point of a few drones defending an automated jump ship with a sensor suite as a tripwire, though. As soon as an unidentified force larger than a single 200kt ship jumps in, jump to the nearest inhabited system and raise the alarm.
 :stupid: Of course, that requires a reaction to actually be available.
Title: Re: Warship Race Redux
Post by: kindalas on 06 May 2020, 13:44:22
That is actually a pretty good idea.
Of course, that means practically no cargo for the spares to do the repairing with.
Still, limiting maintenance to 2b a turn...  :-\
Actual robotic fighters could, of course, work, but why not just actual mines?
I could see the point of a few drones defending an automated jump ship with a sensor suite as a tripwire, though. As soon as an unidentified force larger than a single 200kt ship jumps in, jump to the nearest inhabited system and raise the alarm.
 :stupid: Of course, that requires a reaction to actually be available.

Space is really really big.

Minefields don't really work in 3D.

But fighter craft that can just wait for years between maintenance can cover a very large area.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 06 May 2020, 15:08:58
I have, after a little bit of reading, come to the, in hindsight, obvious conclusion that guarding space is a futile endeavour.  xp
Title: Re: Warship Race Redux
Post by: truetanker on 06 May 2020, 15:11:34
I have a question, what about Space Suits using Breaching Frames.

Or how about environmental suits with combat exoskeletons. ( I know it's called a PA(L), but historically their called HeavyLoader https://www.sarna.net/wiki/HeavyHauler (https://www.sarna.net/wiki/HeavyHauler) and PowerLoader https://www.sarna.net/wiki/PowerLoader (https://www.sarna.net/wiki/PowerLoader)?

TT
Title: Re: Warship Race Redux
Post by: Daryk on 06 May 2020, 18:33:44
Minefields CAN work in 3D, but require a LOT more mines...
Title: Re: Warship Race Redux
Post by: Jester Motley on 06 May 2020, 19:22:12
Minefields CAN work in 3D, but require a LOT more mines...

Or mobility of some kind, and seeking/tracking capability of some kind.  Ie, missiles laying doggo.
Title: Re: Warship Race Redux
Post by: Daryk on 06 May 2020, 19:23:09
Those work too, but require FAST mines...
Title: Re: Warship Race Redux
Post by: Jester Motley on 06 May 2020, 19:51:46
Those work too, but require FAST mines...

Eh.  The way I see it, mines aren't really about generating damage, but about forcing your enemy's actions.  They're a surprise weapon and area denial, yes, but more importantly, they force the enemy to either accept reckless movement, or honor area denial, or accept the threat that any given cubage is deadly, and react accordingly with movement along specific vectors, and with mine-sweepers out front.  A good admiral would be able to "Fence in" a force, forcing them to accept action against unfavorable odds, or risk moving through a mine field at speed.  And that last...  fast isn't needed.

So, more than just pure boomtasticness.
Title: Re: Warship Race Redux
Post by: truetanker on 06 May 2020, 20:04:36
What do you guys think this is? Honorverse with the Grayson Navy...

lol...

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 06 May 2020, 20:11:22
Afraid to out myself as an uncultured barbarian, but ... I never read any Honorverse. I assume I can read something about it? Or would it be watch.

What do you mean, though? I have minelayers on nearly all my ships.
Though for all their tactical applications, their strategic implications are ... limited. Certainly, it's impossible to prevent an enemy from reaching a specific system, and discouraging an approach only works if you place them very close to the object of attraction, which is generally were you don't want them because you have to be there yourself.
Title: Re: Warship Race Redux
Post by: Daryk on 06 May 2020, 20:15:25
David Drake's RCN books had a pretty good take on minefields, I think.
Title: Re: Warship Race Redux
Post by: Jester Motley on 06 May 2020, 21:27:50
Afraid to out myself as an uncultured barbarian, but ... I never read any Honorverse. I assume I can read something about it? Or would it be watch.

What do you mean, though? I have minelayers on nearly all my ships.
Though for all their tactical applications, their strategic implications are ... limited. Certainly, it's impossible to prevent an enemy from reaching a specific system, and discouraging an approach only works if you place them very close to the object of attraction, which is generally were you don't want them because you have to be there yourself.

No one knows it all.  In this case, Honorverse refers to David Weber's series of Space Opera novels that are essentially Hornblower in Spaaaaaaace.  MC is named Honor Harrington, and its very very crunchy space combat.  Books build from ship v. ship combat through to multiple feet engagements, though the later series goes very political with LOADS of it between action scenes.

Because of the realism, and attention to detail, Honorverse (There are more books now than just her's, so honorverse is applicable, but the space combat is all hers) is a big reference for a lot of these kinds of space warship sims.  Oh, first 1-3 books are legit free and available in ebook form on baen.com's free library (On Basilisk Station is the first), so if you want to dip your toe, its not going to break the bank.  (Technically nearly all the books can be gotten free, legit, if you get the CDs, but... please support the author, he does great work)

As to mines...  You can usually predict, within reason, the volume of space an entry will occur, and the target, and with some preparation, you can narrow down the "lanes" they'll go through, even from pirate points.    Whether that volume is reasonable for mining or not, is a different question.  And again, I point to the fact that mines are much more useful in dictating your enemies choices and actions, and controlling the initiative.  But... that's my take on them.
Title: Re: Warship Race Redux
Post by: Jester Motley on 06 May 2020, 21:30:04
David Drake's RCN books had a pretty good take on minefields, I think.

Another good series, though a bit more character adventure and less warship/space opera, so the examples/parallels aren't as in your face as Honorverse stuff.
Title: Re: Warship Race Redux
Post by: marcussmythe on 06 May 2020, 21:42:05
Are the space mines deployed by space mine-layers defined anywhere in the rules?  I cannot find them.
Title: Re: Warship Race Redux
Post by: Jester Motley on 06 May 2020, 21:56:26
Are the space mines deployed by space mine-layers defined anywhere in the rules?  I cannot find them.

As always, sarna saves the day:  https://www.sarna.net/wiki/Space_Mine

"Space mines typically consist of small bomblets equipped with short-range passive sensors and chemical thrusters, allowing the mines to maintain their position, lock onto passing spacecraft and maneuver into them. They are normally deployed via canister, whether fired from a screen launcher, from a dedicated space mine dispenser or positioned by zero-G engineers, with each canister filling an area 15 to 18 kilometers across with around two thousand space mines.[1][2]

Space mines placed too close to a planetary body risk being pulled in by gravitational effects, while those located inside the K-F field generated by incoming JumpShips are automatically destroyed before they have the chance to inflict damage"

[1] Combat Equipment, pp. 22-23, "Sea Mine"
[2] Tactical Operations, p. 366, "Space Mines (Space)"
Title: Re: Warship Race Redux
Post by: marcussmythe on 06 May 2020, 22:01:02
Cool.  Will check those references tomorrow.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 May 2020, 06:08:41
They are pretty nifty.

As to actual minefields - yes, I know where ships usually appear. But there's a few problems there.
A, an enemy will probably try not to appear there. And any point far enough from a star is valid, and I don't feel like mining the entire outer bounds of a system with sufficient explosives to block a Warship fleet. That's Terra-Caspar levels of investment.
B, the points ships usually appear are the points trade and resources come in through. I can place a station bristling with guns there, but not a minefield.
C, while I could reasonably mine pirate points, chances are, if I'm defending a system I'll know them better and be able to use them more than the attacker.
I can not effective block an attacker from actually arriving in system, I'll have to beat them there.
It could potentially be possible to invoke Kessler Syndrome on a planet you want off the map.

Lastly, I've been pondering the Dropship situation.
I don't really want to make things complicated, but... just as a thought experiment.
What if the capital/standard conversion was just 20/1 and fighters had a /5 damage penalty against Warships?
Actually, not lastly.
I've kinda been avoiding corner-posting too much, because that just feels like exploiting badly thought out rules by people who might not even live anymore.
Do you think I'm unnecessarily gimping my designs? Not like that'd stop me.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 06:19:00
Remember a corner posted design is going to have blind spots fore and aft.  While corner posting is both a logical response to the very terrible fire control rule and likely the equivalent in naval technology terms of the Dreadnought revolution, those blind spots can get a ship in trouble, especially if alone and/or against a more agile opponent.  Now, corner posting will probably still be the Way To Go if you want a big ship with massive AAA and PDS as well as capital guns, but it isnt without some cost.

Consider also that it may be worthwhile to move your AAA and PDS off your dreadnought hulls onto escorts and/or a mix of fighters and small craft.
Title: Re: Warship Race Redux
Post by: Smegish on 07 May 2020, 07:01:20
The only unnecessary gimping you may have done was keeping the gimping I did to the DCA when they were a NPC faction. I've self-imposed an SI limit for the NPC stuff: 30 + (tonnage/10kt) or there abouts, though that will be increasing with better armour.

But the Kutai and Fubuki were quite deliberately built sub-par. Sure Fubuki has guns but not enough armour to withstand the attention that many guns attracts.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 May 2020, 08:46:41
Well, you told me earlier, and I mostly kept that because...  well, it gives them flavour. Though now you mention it I agree, I've boarded the gimp train long before this.
I think it's quite the pity that "ideal" designs are so obviously herded into just a few niches.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 09:18:37
Well, you told me earlier, and I mostly kept that because...  well, it gives them flavour. Though now you mention it I agree, I've boarded the gimp train long before this.
I think it's quite the pity that "ideal" designs are so obviously herded into just a few niches.

I think theres a bit more room than that.  3/5 vs 4/6 is an honest question, and I can see 5/8 or even 6/9 for specialized roles.

HNPPCs are a great weapon, but super-pricy compared to NLs and NACs.  NACs have fantastic damage per ton, but less range - but maybe you go 4/6 and NACs, and figure you can use your drives to get your NACs in range?  Also, if you make some ships fast, do you make them ALL fast?  Whats the up/down on that?  Unified fleet speed is a thing, but having SOMEONE who can run down a fleeing opponent/force an engagement has value.

Missiles are kinda iffy, BUT Off-Bore Firing, and later Bearings Only, give them concentration out of multiple arcs and unparalleled range.  And hey, crit chance EVERY SINGLE HIT.  Thats a thing.

Cornerposting is GREAT, until a more agile opponent parks on your nose or tail and wont get off.  And if you are a classic cornerpost, your blind off your nose and tail.  What price Firecon Effciency?  Maybe you move your AAA and PDS onto fighters and PDS Smallcraft?

NGauss are inefficient in damage per ton, and worse in cost per ton.  However, at least at this table, they share the armor-piercing performance of missiles, and unlike missiles, they cant be shot down and you can ladle on ammo forever.  Maybe you want to hold the range open and keep shooting till the golden BB pops your enemy's CIC?  Might be sportin.

Cargo is always an issue, as well.  Even a 5% Cargo Fraction HURTS, but without it, your either staying near home or relying on fleet train.  And maybe you want to jack it up to 10% or a bit more, slap on 5/8 drives and a LNCSS so you never ever get in a fight you didn't choose, and go on a 5 year mission to visit EVERY RECHARGE STATION IN ENEMY SPACE.  Or maybe you just want the range.. and not even much speed or SI... because your a 1/2 boat intended to come in on a high speed ballistic pass and fire off 50,000 tons of missile ammo bearings-only on your enemies high value infrastructure.

Just thinking about that last one gives me the shivers.

Now, for 'death duels at a given C-Bill Budget in a box', 3/5 150 SI is probably the way to go.  But what I keep hoping this exercise drives home is how much 'Fight to the death in a box' is really.. not often a thing a real military faces, however so much wargaming makes us focus on it.

I will say this.  Every ship I've designed for NPCs is, in my opinion, as optimized as I know how to make it for the situation facing the nation that built them at the time they built them.  The CC 4/6 Cruiser is a 'leave me alone' threat, designed to buy them time to build a real navy.  The Quan Yins are jack of all trades ships that will be the battle-line for now and the backbone in the future.  And the TH Cruisers are designed to try to replace multiple TH ship classes with a single, cost-controlled design, so the TH can spare enough money for R&D.  More even than the other two, its a 'peace' ship, as the TH is unlikely to get in a real shooting war with anyone, and their navy has a lot of work to do that isn't Jutland.

Now, if I were designing ships for a nation in an every-turn-death-match for its survival, that are expected to sail off, fight to the death, and be replaced, turn after turn - IE the 'Wargamers Navy' - Id still have questions.  Am I playing offense or defense (goes to cargo fraction, troops carried)?  One big fight or lots of little ones more probable (goes to sensors and speed, also hull count vs hull size)?  Whats the enemy armed with?  How much armor (Can I outrange him and hold it?  Can I charge under his guns and make him hate life with point blank NAC/40s?  If his armor is thin, can I boom-and-zoom with a NAC -Nose Overrun monster?  Or will he fall to fighter swarms cause his SI is low and armor thin?)

So... yeah.  I expect we will still see a lot of variability for a long time, and all it takes is a change in the galactic political situation, much less technology, to change what the 'ideal' answer is.

If anything I'm doing as a GM is making you think there are only a handful of 'ideal' approaches, either I'm sending the wrong signals, or those signals are being misinterpreted.

Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 May 2020, 10:00:36
Oh, I have actually been planning for a fast, long ranged design for a while now. Just, it keeps growing, because it needs to be more capable, and then I have neither the yard nor the money for it...  :-X
Cost doesn't actually factor into it much, unless you build an L-F Battery design with N-Gauss *cough*.
Mostly, though, that's not even what I meant.
It's that every design will have the maximum amount of armour it can carry, exactly as many heatsinks as are required to fire all it's weapons, and unless you need every ton to reach a specific cargo fraction or hangar space where every ton counts, as much SI as the engine allows until you reach around 100.
So, when I keep designs with less SI, or way more than that, I think I might also have that in mind.

Really, in the same way that double heatsinks on mechs kind of killed a part of the decision making, to be replaced 15 years later by advanced electronic warfare.
Now, in this kind of RP environment, I don't mind as much (though I still pity dropships), but if I were to try and just optimise a ship to the best of my ability, I think I'd feel bad about myself.
I try to keep some fluff in there. Internal politics. All the fun stuff.   ;D
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 10:22:13
Oh, I have actually been planning for a fast, long ranged design for a while now. Just, it keeps growing, because it needs to be more capable, and then I have neither the yard nor the money for it...  :-X
Cost doesn't actually factor into it much, unless you build an L-F Battery design with N-Gauss *cough*.
Mostly, though, that's not even what I meant.
It's that every design will have the maximum amount of armour it can carry, exactly as many heatsinks as are required to fire all it's weapons, and unless you need every ton to reach a specific cargo fraction or hangar space where every ton counts, as much SI as the engine allows until you reach around 100.
So, when I keep designs with less SI, or way more than that, I think I might also have that in mind.

Really, in the same way that double heatsinks on mechs kind of killed a part of the decision making, to be replaced 15 years later by advanced electronic warfare.
Now, in this kind of RP environment, I don't mind as much (though I still pity dropships), but if I were to try and just optimise a ship to the best of my ability, I think I'd feel bad about myself.
I try to keep some fluff in there. Internal politics. All the fun stuff.   ;D

Amusingly, Ive designed energy intensive ships with only enough HS for one broadside - because by the time youve got a 40HNPPC Broadside and a few hundred PPCs for AAA work, only firing half your weapons is a massive savings in heat sink mass.

Armor - Ill be honest, in my brain, SI -is- your 'armor fraction', with the actual armor you actually pay for simply being the shiny layer on top that your GOING to pay for.  The hard decision (for warships) is how much SI to mount.  (On Stations, Armor is a real decision, because of the massive final multiplier)

SI.. *looks at a design I'm fiddling with right now*  I'm kicking around something that masses 750kt and only has 40 SI with only 30 points of capital firepower, because it doesnt need (much) capital firepower or SI to do its job.  OTOH, its 6/9 with a 10% Cargo Fraction AND 20kt of fuel AND a LNCSS.    Ive also got a low SI Carrier design, and a very low SI Missile Cruiser.


RANDOM NOTE:
I was thinking about Caspers - RAW, they cant jump, or cant jump without at least some crew and major drama.  This turns them (mostly) into Monitors, and we all know why Monitors are kinda a bad idea. 

Does anyone have any objections to letting the computer-powered warships with jump drives jump?
Title: Re: Warship Race Redux
Post by: kindalas on 07 May 2020, 11:30:10

Does anyone have any objections to letting the computer-powered warships with jump drives jump?

I don't, I've been starting to push my IC fiction in that direction.

I'd also be ok with letting Casper systems to be enhanced with an actual crew which is something that I've already set up with the Marsden fighters.

Where I gave them SARCs and a command console to reflect pilot controls.
Title: Re: Warship Race Redux
Post by: truetanker on 07 May 2020, 11:35:32
multiple feet engagements,

Wow, a space battle shuffle by Dr. Seuss!

How many feet will you meet?

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 May 2020, 11:38:28
Well, they can't jump much because it kills the AI, but jumping them somewhere with a skeleton crew and then turning on to work as a defensive asset, + no need for a big cargo hold seems like a workable solution.
As long as they aren't a viable offensive tool, I don't see the problem. FASA, after all, never had to contend with actual sense and economic realities.
Would make them an interesting alternative to station spam.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 11:52:18
Well, they can't jump much because it kills the AI, but jumping them somewhere with a skeleton crew and then turning on to work as a defensive asset, + no need for a big cargo hold seems like a workable solution.
As long as they aren't a viable offensive tool, I don't see the problem. FASA, after all, never had to contend with actual sense and economic realities.
Would make them an interesting alternative to station spam.

As I was apparently unclear...

Are there objections to *changing the rule* about jumping killing the AI? 

Rationale:
1.)  AI Warships are cool, and this allows them to actually exist in a meaningful fashion.
2.)  Caspers are.. not game breakers, in the rules as written.  Potentially good, but not game breakers, IMHO.
3.)  We can already turn off the AI, Human hits Jump Button, AI turns back on.  If we replace 'Human' with 'Bog Standard Non-AI-Computer' or 'Mechanical Computer with Gears' or even 'heavy weight and timer', then we can take the human out of the equation.  'AI' part goes to sleep, its automatic lower level system handles the actual jump, it boots itself back up.

Soliciting feedback at this juncture.
Title: Re: Warship Race Redux
Post by: truetanker on 07 May 2020, 11:53:11
Well I don't have a problem jumping, but I'd cover the cost for them with a need for a longer logistic trail.

TT
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 12:06:02
Separate Note - Ive updated the 'collected data' section for the 5 houses.  Let me know if this is useful to anyone.  Im currently calculating dropships as if they were all carrying mech regiments.  They wont be, but its a ballpark.

Note that Armor*Firepower is a very dirty calculation of the raw fighting power of the hypothetical fleet.  Its very swingy, since its a square function, so if your just a bit of weight behind it will show that nations combat power as TINY by comparison, IE dont freak out if your numbers are lower... but also, but dont forget that fleet on fleet continuous fire situations (which most but not all naval combat will be in this universe) are strongly impacted by Lanchester's equations.

A note on firepower - Ive aggregated missiles, ballistics, and energy here, to give a 10,000 foot view.  In a specific force on force situation, the particular guns, and how they are mounted, will matter.
Title: Re: Warship Race Redux
Post by: kindalas on 07 May 2020, 12:06:52
As I was apparently unclear...

Are there objections to *changing the rule* about jumping killing the AI? 

Rationale:
1.)  AI Warships are cool, and this allows them to actually exist in a meaningful fashion.
2.)  Caspers are.. not game breakers, in the rules as written.  Potentially good, but not game breakers, IMHO.
3.)  We can already turn off the AI, Human hits Jump Button, AI turns back on.  If we replace 'Human' with 'Bog Standard Non-AI-Computer' or 'Mechanical Computer with Gears' or even 'heavy weight and timer', then we can take the human out of the equation.  'AI' part goes to sleep, its automatic lower level system handles the actual jump, it boots itself back up.

Soliciting feedback at this juncture.

I'm 100% in favor of these changes especially since the tech is at a minimum of six turns away.

Are you interested in pitches for new technologies that we can research? Because I have some ideas that might make for interesting story without being a game changer mandatory system.

Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 12:10:18
I'm more interested in 'tweaks to ways existing things behave' than 'new thing that a player who isnt in this exercise wouldnt recognize'.

IE, Im taking 'whatever comes out the back has to work in the core RAW, even if some of the choices are headscratchers' as my pole star.
Title: Re: Warship Race Redux
Post by: kindalas on 07 May 2020, 12:21:06
I'm more interested in 'tweaks to ways existing things behave' than 'new thing that a player who isnt in this exercise wouldnt recognize'.

IE, Im taking 'whatever comes out the back has to work in the core RAW, even if some of the choices are headscratchers' as my pole star.

The two things I was thinking about were blackbox devices. Since in the game those things have been getting better and better since their re-discovery. And they make for a "locally" instant communication and an alternative to HPGs and their virtually instant long range communication.

And improved jump calculation research.

Something similar to what Daryk posted in the house rule area (https://bg.battletech.com/forums/index.php?topic=69267.0) that shows each faction figuring out that TDS is a "good" thing when plotting jumps.
Title: Re: Warship Race Redux
Post by: truetanker on 07 May 2020, 12:29:03
You mean like the WoB superjump?

@Marcus

I like the idea of the upgrade you did, any chance we can see the others done like that?

And under the current MAP link, think we can have the next one posted in order, but just under it? That way we can see the progress...

TT

*** Wait : Line 28 under Tech heading *** Explain, the limit to update the yards is no longer limited to 1 per turn?
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 13:06:32
*** Wait : Line 28 under Tech heading *** Explain, the limit to update the yards is no longer limited to 1 per turn?

Once a player researches the technology microconstruction, the cost to upgrade a yard is halved (that is to say, to go from lvl 1 to level 2 would cost 10 Billion for the first one in a system, and 5 Billion for the second and subsequent), and further, the limitation of 'one upgrade per turn' is lifted, such that one could, theoretically, go from 'no yard' in a system to a full up lvl 10 yard in one turn, assuming you had the 275 Billion to throw at it.

The intention is to allow for larger ships - as cost calculations on the current yards suggest a cap on return on investment somewhere in the 4 to 6 range (beyond which the cost savings just dont get there anytime soon).  Even with this, my number crunching suggests that going past size 8 is more about vanity and showing off than a sensible return on investment.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 13:08:19
That said, I AM soliciting suggestions for what to do with the blank slot between Double Heat Sinks and Large Dropships.  Any recommendations?

If nothing fits, I'll just move the blank spot to the end of the chart.
Title: !
Post by: truetanker on 07 May 2020, 13:18:24
You know what?

We don't have Extended Ranged weapons!

We have Pulses and the ER PPC / Clan ER PPC, but no ER weapons. I suggest IS-ER Weapons and replace that Clan ER PPC with just Clan Weapons below Clan Structures.

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 May 2020, 13:22:38
Still no Battle Armour tech.
And we're probably running around with primitive ground forces, too.
Title: Re: !
Post by: marcussmythe on 07 May 2020, 13:23:04
You know what?

We don't have Extended Ranged weapons!

We have Pulses and the ER PPC / Clan ER PPC, but no ER weapons. I suggest IS-ER Weapons and replace that Clan ER PPC with just Clan Weapons below Clan Structures.

TT

The only ER weapons in the game (as such) are ER Lasers and ER PPCs.  ER PPCs are at O 15, and ER Lasers are at AC 11

For now, gonna scoot stuff down to cover the blank space, and drop Power Armor in between ERPPCs and Ultra Autocannons.  Thats temporary, barring better ideas or an objection from Smegish.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 May 2020, 14:10:39
Just occured to me:
What is, rules wise, the advantage of AMS over Small Lasers?
Can it fire more often? Deal more damage?
Title: Re: Warship Race Redux
Post by: kindalas on 07 May 2020, 14:11:35
Just occured to me:
What is, rules wise, the advantage of AMS over Small Lasers?
Can it fire more often? Deal more damage?

AMS have a range of 0 and don't require gunners.

Which makes PDS Small Craft a viable design choice.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 14:21:06
In the Rules as Written, an Anti-Missile System (Laser or Otherwise) may engage an infinite number of times per turn, while a Point Defense Weapon (Small Lasers and Machine Guns) may engage only once per turn.

For our game, I think the sanest rule is to allow Small Lasers and Machine Guns to still only engage once per turn, while allowing a larger number of shots (6 was what had been suggested by LaGrange, whose opinion in such matters I respect) for Anti-Missile Systems.  It occurs to me I may have spoken in the past about Machine Guns firing more than once per turn defensively.  If I did so, my error - my understanding of the rules is as outlined above. 

As missile firepower is currently low, this has not impacted any combat results thus far.
Title: Re: Warship Race Redux
Post by: kindalas on 07 May 2020, 14:23:10
I saw how the first version of this turned into walls of missiles and I have been avoiding the Missile Frigate model for my designs just because that doesn't match my vision of what BT aero combat should be.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 15:31:00
I dont expect we will see walls of missiles.  Walls of missiles last time came off of fighters, because I wanted to try a carrier doctrine and fighter born missiles were our compromise to let fighters work, but not run everything over.

Ultimately, without things like fighters to carry massive strike waves of them, Missiles are.. kinda meh?  Once you put 10 rounds on them, their damage per mass is getting poor.. and if you only put 10 rounds on them and rely on them for your main punch, you risk running dry at extreme range before accomplishing anything.

What keeps missiles interesting is not their ability to replace NACs and NLs as main armament.  Its their tricks.  Its the off-bore shots.  Its the automatic crit chance.  Its the insane range of bearings only launches.  Its their ability to go from an at least okay anti-ship weapon to a pretty decent anti-fighter weapon at will.  Missiles are tricksy and fun.

Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 07 May 2020, 20:54:03
I am actually considering a Missile heavy design for one of the larger ships... just of course the PoR only operates small ships ATM so yeah it wouldn't show up for a long while if at all. As stated the tech upgrades make them better.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 21:00:27
Both better and worse.  Climbing armor values due to improvements in armor make it more and more difficult to get hard kills with missiles alone.  At the same time, higher and higher armor values make the built in TAC roll more and more valuable, especially on the high crit chance missiles.  (White Sharks boast a 1 in 12 crit chance on a 3 damage missile.  If you were firing enough to blow out 360 points of broadside armor, the target would take theoretically 120 hits and 10 crit chart rolls by the time it rolled ship.  Noone wants to take 10 crit chart rolls!)
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 07 May 2020, 21:24:16
I was kinda envisioning a Quixote Frigate style, except a bit smaller. Try and cut costs by dropping a couple things like the NAC's, some of the collars, the fighters, etc. Try and keep a lot of the cargo too. Send a couple in, unload the missiles in a massive wave or two and let the rest of the fleet finish the enemy off.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 21:53:05
I was kinda envisioning a Quixote Frigate style, except a bit smaller. Try and cut costs by dropping a couple things like the NAC's, some of the collars, the fighters, etc. Try and keep a lot of the cargo too. Send a couple in, unload the missiles in a massive wave or two and let the rest of the fleet finish the enemy off.

Might be sporting, espc once bearings only launches come in against an opponent soow enough that they cant escape the short range-gate basket before the missiles arrive (and the short basket is pretty big on a barracuda!)

Drive up, empty your tubes from outside the range of reply, and then have a fight.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 07 May 2020, 22:24:13
Might be sporting, espc once bearings only launches come in against an opponent soow enough that they cant escape the short range-gate basket before the missiles arrive (and the short basket is pretty big on a barracuda!)

Drive up, empty your tubes from outside the range of reply, and then have a fight.


If I had money for LF Batteries.... run in drop a bunch of nuke armed missiles and jump out. I'd probably have to switch to an eviler faction if I considered doing that though
Title: Re: Warship Race Redux
Post by: truetanker on 07 May 2020, 22:29:32
So, Taurains then?

 >:D

TT
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 07 May 2020, 22:35:47
Probably lol. Or make the RWR totally evil really quickly.
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 May 2020, 22:54:16


If I had money for LF Batteries.... run in drop a bunch of nuke armed missiles and jump out. I'd probably have to switch to an eviler faction if I considered doing that though

Reminder:  For purposes of this game, Warship armament is already nuclear, or of a similar scale.  Missile warheads may already be contact nukes, or bomb-pumped laser heads, or casaba howiters.  Or they may just be appallingly fast 20+ ton kinetic impactors.  Pick your poison.

Now I kinda wanna write homebrew rules for like 5 different flavors of missile warhead.  Bad marcus, wrong thread.  :)
Title: Re: Warship Race Redux
Post by: Smegish on 07 May 2020, 23:06:53
Hey the RWR do have the Sagittarius now with 40 missile tubes to darken the skies with. Plenty evil enough.
Title: Re: Warship Race Redux
Post by: truetanker on 07 May 2020, 23:19:50
What about Mini-missiles? Oh wait, this isn't Palladium's Rifts...

And if you guys wanted to see my Scapha I and II?


HERE:
(https://i.pinimg.com/736x/9b/ef/9f/9bef9f66c7bbef12ca23d7788d801418.jpg)

TT
Title: Re: Warship Race Redux
Post by: Andras on 07 May 2020, 23:38:23
As fast as the missiles move, you could just pack the warhead section with a several tons of gauss rifle ammo and let it impact. If you blow the damn thing up, you still have 24ish gauss rifle slugs coming at you, which would be 240pts of regular damage per ton of ammo.


Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 08 May 2020, 00:33:26
Reminder:  For purposes of this game, Warship armament is already nuclear, or of a similar scale.  Missile warheads may already be contact nukes, or bomb-pumped laser heads, or casaba howiters.  Or they may just be appallingly fast 20+ ton kinetic impactors.  Pick your poison.

Now I kinda wanna write homebrew rules for like 5 different flavors of missile warhead.  Bad marcus, wrong thread.  :)

Yeah I meant like Santa Ana's or Peacemakers.

Hey the RWR do have the Sagittarius now with 40 missile tubes to darken the skies with. Plenty evil enough.

Of course: I didn't mean to offend the RWR and their already missile heavy design. But in the traditions of the Dictators of the.. er... future... we gotta amp that up a bit. Darken the skies of Terra and all....
Title: Re: Warship Race Redux
Post by: Smegish on 08 May 2020, 01:57:27
Of course: I didn't mean to offend the RWR and their already missile heavy design. But in the traditions of the Dictators of the.. er... future... we gotta amp that up a bit. Darken the skies of Terra and all....

You mean like this:

Code: [Select]
Class/Model/Name: Eclipse
Tech: Inner Sphere
Ship Cost: $7,103,510,000.00
Magazine Cost: $42,000,000.00
BV2: 81,958

Mass: 750,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Improved Ferro-Aluminum
Armament:
200 Capital Launcher White Shark
60 Laser Large
100 Laser Small

Class/Model/Name: Eclipse
Mass: 750,000

Equipment: Mass
Drive: 135,000.00
Thrust
Safe: 3
Maximum: 5
Controls: 1,875.00
K-F Hyperdrive: Compact (16 Integrity) 339,375.00
Jump Sail: (5 Integrity) 68.00
Structural Integrity: 100 75,000.00
Total Heat Sinks: 3580 Single 3,016.00
Fuel & Fuel Pumps: 10000 points 4,080.00
Fire Control Computers: 4,870.00
Armor: 960 pts Improved Ferro-Aluminum 1,500.00
Fore: 140
Fore-Left/Right: 170/170
Aft-Left/Right: 170/170
Aft: 140

Dropship Capacity: 0 0.00
Grav Decks:
Small: 2 100.00
Medium: 0.00
Large: 0.00
Escape Pods: 0.00
Life Boats: 50 350.00

Crew And Passengers:
72 Officers in 1st Class Quarters 720.00
123 Crew in 2nd Class Quarters 861.00
233 Gunners and Others in 2nd Class Quarters 1,631.00
102 Bay Personnel 0.00
1st Class Passengers 0.00
100 2nd Class Passengers 700.00
Steerage Passengers 0.00

 >:D :D >:D :D
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 May 2020, 07:26:51
Its Friday, so if you have any last minute changes, now is the time. 

I ask that they be small changes, as weve already started doing the work on the turn.

I have not heard from Hairbear in a week or more.  As such, I am going to do a provisional Illyrian Palatinate turn based on what he communicated to me.  If you show up before turn processes, or if a change after turn processes wont impact the turn (ask if you need to), feel free to change it to fit what you want - I get that real life happens to all of us, espc. right now.  I just want to keep things moving.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 May 2020, 07:44:53
Do you calculate the ship stats for the turn including or excluding the ships we build that turn?
I'm trying to bungle together a graph to see the development over the turns. Including stations, or without them?
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 May 2020, 08:08:29
Do you calculate the ship stats for the turn including or excluding the ships we build that turn?
I'm trying to bungle together a graph to see the development over the turns. Including stations, or without them?

The ship stats for the turn include builds that turn, as they are 'available' throughout the turn.

I am NOT including stations in the statistics.

Please remember that these are 10,000 foot spitball-takes of capability, and do no small violence to nations that invest heavily in infrastructure, intel, sustainability, agility, or other force multipliers - this only really measures cargo, guns, and armor.

Cargo and Fighter Carriage is based off warship hulls.  Troop Carriage is based on warship hulls plus available dropships and collars (people tend to have more collars than dropships, but I will use the lesser of each).  In general, troop carriage is given as regiments of 108 Battlemechs or Battlemech equivalents (3 Small Vehicles or 1.5 Large Vehicles per 'mech). 

If they arent being used for troops, assume that could instead be the same number of ASFs, or about 50kt of cargo in place of a regiment.  (The CC cant make this assumption - its carriage is locked into its hulls, as it uses warship volume instead of dropships.  It saves them money, but hurts their flexibility.  You pay your money and take your chances)

Now, you wont be able to use ALL your dropships in ONE role at ONE time (Im assuming that you have a balanced mix of designs), but I do assume that you can shuffle around your droppers to have the mix you need for an operation at the location the operation is happening.

Title: Re: Warship Race Redux
Post by: marcussmythe on 08 May 2020, 10:29:53
Turn 3 writing is nearly done.  Hope to have it up by late tonite or tomorrow.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 May 2020, 10:49:58
Ah, I'm not much into those details.
I just figured I could make some nice graphs.  :) Mostly asking because the count just didn't add up for me.
Might add SI to the calculation, though. Then I'll have to go through everyone's page and check the actual weapons, so I can distinguish firepower by range. Average speed, maybe.
Would it be ok if I add /total calculations to the doc?
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 May 2020, 11:20:49
Ah, I'm not much into those details.
I just figured I could make some nice graphs.  :) Mostly asking because the count just didn't add up for me.
Might add SI to the calculation, though. Then I'll have to go through everyone's page and check the actual weapons, so I can distinguish firepower by range. Average speed, maybe.
Would it be ok if I add /total calculations to the doc?

Ask Smegish?  Its ultimately his doc.  I know Jester was talking about fiddling with the sheets, or making a sheet that pulls from the sheet we have, to give calculations.  I just dont know if its worth yall putting that sort of work in.

Of course, if its work you ENJOY...

I suppose the ULTIMATE version would be a sheet that took in all details and ran the code, so you could get outputs of whatever you want at whatever range you want for whatever fleet you want, like.. 'What is the expected damage of 4 Fubuki at Range 26, assuming 4 gunnery and no other mods' 

Of course, after that you have the ship design spreadsheet feed into the game state spreadsheet.

Then you can write a battle sim that draws from the ship design spreadsheets and game state spreadsheets to determine outcomes.

Then you write a conflict generator and an econ sim and a map, and have the conflict generator trigger the battle sim which impacts the map which effects how the econ sim runs...

Though I was told in no uncertain terms that its all fun and games until someone tries to stick a GUI front end on it.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 May 2020, 11:39:24
 ;D

I luckily don't have enough time for that.
I did try, at university, to create a collision system once, and even that failed. Well, arrow notation is complicated.
I would probably just add counters for warships, stations, and their SI/armour to the faction tabs, unter the ships. Auto-calculating the damage output at specific ranges would require more comprehensive additions that I don't really want to add to a working system without planning - which I don't want to do if it might be unwanted.

Btw, what is the maintenance cost for mothballs? I've been using 10% of regular maintenance cost.
Also, starting next turn, I'll recalculate my maintenance to actually include ammunition. Not that that impacts the price much.
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 May 2020, 11:49:50
;D

I luckily don't have enough time for that.
I did try, at university, to create a collision system once, and even that failed. Well, arrow notation is complicated.
I would probably just add counters for warships, stations, and their SI/armour to the faction tabs, unter the ships. Auto-calculating the damage output at specific ranges would require more comprehensive additions that I don't really want to add to a working system without planning - which I don't want to do if it might be unwanted.

Btw, what is the maintenance cost for mothballs? I've been using 10% of regular maintenance cost.
Also, starting next turn, I'll recalculate my maintenance to actually include ammunition. Not that that impacts the price much.

Mothballs is 10%  Below 10%, theres gonna be an extra cost to put the ship back into service, to represent stuff failing/decaying/getting out of date/etc.
Title: Re: Warship Race Redux
Post by: Jester Motley on 08 May 2020, 16:05:34
;D

I luckily don't have enough time for that.
I did try, at university, to create a collision system once, and even that failed. Well, arrow notation is complicated.
I would probably just add counters for warships, stations, and their SI/armour to the faction tabs, unter the ships. Auto-calculating the damage output at specific ranges would require more comprehensive additions that I don't really want to add to a working system without planning - which I don't want to do if it might be unwanted.

As mentioned, I've been tooling around with sheets and such, though I haven't had the time the last 2 weeks to do much.

If you want to include the data from the master sheet, into your own separate sheet (and I'd recommend you do that, so we don't 'pollute' the master at least until you have a finalized add)-  create a sheet (or new tab in an existing sheet) of your own, and in cell A1 use the importRange function.

=importRange("https://docs.google.com/spreadsheets/d/1rIBaiLqUhwppFvoNmXGHpS0HWSVSEuxLY25m-u0uaPc/","Draconis!A1:Z30"

That will slurp in the DC page (not the shipyard page though, thats a separate import).  Be mindful that imports are somewhat limited to a sheet, but I doubt you'll do 500 or so?  (That limit may not exist anymore).

Anyway, that'll pull in the data (not formating, shame) and from there, you can pull from cells and do unspeakable things to the data.   No?  Not unspeakable?  Why am I always the only one... 

Hopefully it should be obvious how to get the various other sheets imported, including the yards.  If you have issues, let me know, I'll see if I can help.

=importRange("https://docs.google.com/spreadsheets/d/1rIBaiLqUhwppFvoNmXGHpS0HWSVSEuxLY25m-u0uaPc/","FedSuns!A1:Z30")

That does the FedSuns tab.

And yes, I threatene... offered to help automate much of the current sheet, or even start a new one so all the pages are the same, (if you use the import, be aware that not every page is the same... Its annoying if you're automating things.  Professional pet peeve of mine.)

I've got a "turn generator" sheet that I actually work from (and has my plans for the next few turns already ready touch up with events and ready to publish), that if there's interest I can post a sanitized copy here, and people can use it.  I posted one last game, but I don't think anyone cared.  I find it very helpful when trying to figure out how much I can afford to do X or Y.  Then when I like that sheet, I just flip to a "TRO" like output generator that I can do some minor edits to and then paste as my turn.

And... some people might say I have a problem.  I just add another tick to my "sanity" spreadsheet, and giggle to myself.
Title: Re: Warship Race Redux
Post by: Jester Motley on 08 May 2020, 16:21:09
So looking at the spreadsheet, I don't notice any of this turn's builds on the sheet?  Like the 1 Achilles I built, or any of the med DS I built.  Is that intentional?
Title: Re: Warship Race Redux
Post by: Smegish on 08 May 2020, 16:47:11
So looking at the spreadsheet, I don't notice any of this turn's builds on the sheet?  Like the 1 Achilles I built, or any of the med DS I built.  Is that intentional?

Way over on the right, in the #New column.
Title: Re: Warship Race Redux
Post by: marcussmythe on 09 May 2020, 07:56:03
Turn up.  Its 2 posts, because Smegish and I broke the character limit.

*highfive*

Hope everyone enjoys it.  There is a lot of information in there, and I cant wait to see what the player's take-away lessons are.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 09 May 2020, 09:18:23
Splendid.
Shades of the Falklands on the Taurian front.  8)
Only thing missing is the Taurians having bought their Navy from the FS before.

Man, those Rasalhagians, why do they keep fighting over their dirt so much. Should have built more stations.
Still, economically speaking, it was relatively even.
The battles certainly show that combat dropships are not worth the resources, even if they were free.
Title: Re: Warship Race Redux
Post by: Daryk on 09 May 2020, 09:19:43
The Taurians poked the wrong bear!  :o
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 09 May 2020, 13:19:57
Splendid.
Shades of the Falklands on the Taurian front.  8)
Only thing missing is the Taurians having bought their Navy from the FS before.

Man, those Rasalhagians, why do they keep fighting over their dirt so much. Should have built more stations.
Still, economically speaking, it was relatively even.
The battles certainly show that combat dropships are not worth the resources, even if they were free.

Smegish made me do it ;)

Edit: But once again: I’ll take it. We took our planet back and told the DC we wouldn’t take it lying down. The new Admiral is going to put up a giant statue of Admiral Jorgensson of course. Now comes the difficult turn of ‘What happens next and how do I prepare for it?”
Title: Re: Warship Race Redux
Post by: VensersRevenge on 09 May 2020, 14:19:14
Well, that's unfortunate. I didn't really want to start fighting the Lyrans yet. However, if the Taurians need yardspace, I can definitely build some ships for them.
Title: Re: Warship Race Redux
Post by: Smegish on 09 May 2020, 16:43:18
The taurians will lick their wounds, glare at the Protector angrily and get to work rebuilding themselves thank you very much. No trust for the inners to be found here.

In other news:

How do people feel about hiring 'privateers' for a little deniable commerce raiding?

I have Pirate versions of the Ye Olde Aquila primitive jumpship, and the recently scrapped (according to THN records) Vigilant, both costing about the same to be honest.

The initial thought I had was thus: You pay their ship cost - can be either a standard core JS with 2 dropships and fighters costing $500 Mil, or a Aquila or ex-THN Vigilant with some capital guns costing $1 Bil  - to hire them, and direct them to a neighbouring target (should probably do this in a PM, but can be open if you wish). During the turn calculations one of us GM types roll 2 D100 and add them together, that determines how much economic damage is done to your neighbour as a % of the money you spent on pirates, half of which you get back as booty.

Example: You spend 5 Bil on 5 big pirate ships and send them to raid the Terrans because you're crazy, I roll 2d100 (rolling an 80 and a 34 in this case) which means you did 114% of your $5B investment (or 5.7 Bil) in economic damage to TH, and get 2.85 back.

The Catch: If you roll poorly (and the victim having fast anti-pirate vessels patrolling your border will apply penalties to the lowest of the 2 dice rolls) then the pirates may end up getting caught, and may tell them who hired them.
Title: Re: Warship Race Redux
Post by: marcussmythe on 09 May 2020, 18:11:55
I can see spending money on that.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 09 May 2020, 18:39:46
I think their just has to be a limit to the amount of times you can do it per turn. Otherwise sounds good to me.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 09 May 2020, 20:06:21
Well, that's unfortunate. I didn't really want to start fighting the Lyrans yet.
But you did want to fight them. Right?
Right? : ;)

When it comes to pirates - yeh, I'd spend on that. Now, I haven't quite decided if the DC would spend on that, but it sounds like a straight forward investment.
Can we also spend on obfuscation?

Edit: Question: Do we actually have to develop standard grade equipment, or did we just pull that ahead by a century?
Title: Re: Warship Race Redux
Post by: marcussmythe on 09 May 2020, 20:36:56
Given that we will soon be fielding ‘Star League’ level tech that was lost by 3025, Im comfortable treating everyone as either being at 3025 or if below it, reaching it together, and all at once, in the background.

Agreed as to limited numbers.  I trust Smegish will set reasonable limits on privateer availablity.  Likely first come first serve.  I suppose it will be a line item on turn budgets, so ‘public’ to the players, but players != IC.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 09 May 2020, 21:18:57
Oh, btw, what tech is required to field artillery cannons?
Never ceases to amaze me that in the fluff it took until like 3080 before someone had the idea to saw off a long tom barrel.
Regarding outsourced commerce raiding, eh, who reads those?  ;D
Title: Re: Warship Race Redux
Post by: Daryk on 09 May 2020, 21:22:12
3012... the Lyrans figured it out first...
Title: Re: Warship Race Redux
Post by: truetanker on 09 May 2020, 21:43:00
Maid Marian called in dibs back in 2350!

TT

Eternal power to Kortan! Hail Caesar! * chest thump *
Title: Re: Warship Race Redux
Post by: VensersRevenge on 09 May 2020, 22:06:37
But you did want to fight them. Right?
Right? : ;)
I mean, I'd rather pick on the Capellans or crush the Periphery "powers" on my borders, at least until the Combine isn't being held back by the Principality of Rasalhague
Title: Re: Warship Race Redux
Post by: Smegish on 09 May 2020, 22:14:23
Well, I will apply a limit of 10% economic damage to a nation from pirates, regardless of how many get thrown at them if it makes people feel better.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 09 May 2020, 22:25:30
Two questions: what was the rules on scrapping a design again?

And can I modify a ship I've bought if my yards are not capable of constructing one? I have some ideas for the Lola (like ya know AA guns and Grav Decks!) and was curious.
Title: Re: Warship Race Redux
Post by: kindalas on 09 May 2020, 22:37:30
Quick thematic OOC question.

Can we get an escalation is the bloodiness of the combat?

Right now our fleets are just growing and expanding and they will become more and more unwieldy for you guys to GM at the standard you're working towards.

And while a battle with 50+ ships is very cool I don't want things to become too much.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 09 May 2020, 22:51:21
Quick thematic OOC question.

Can we get an escalation is the bloodiness of the combat?

Right now our fleets are just growing and expanding and they will become more and more unwieldy for you guys to GM at the standard you're working towards.

And while a battle with 50+ ships is very cool I don't want things to become too much.


For the Five Main States: 'Just Do It!'

For the Periphery as a whole: 'Everything's fine here. We're good. We're all good. Had a slight problem but everything's fixed. How are you?"
Title: Re: Warship Race Redux
Post by: Smegish on 09 May 2020, 22:56:32
Kindalas: Did you not see the TCN get the shit kicked out of it?

We haven't gone too bloody just yet because it was still the first few turns, and people haven't built large fleets to kick the shit out of each other with. Most of you keep spending all your money on research, so we end up with the situation where the Rim Worlds have a fleet almost the size of the Fed Suns (especially in Size, if not in raw hull numbers), on less than half the budget.

Tyler: Scrapping a ship will give you 25% of it's value.

And no you cannot modify a ship without a yard of sufficient size. A yard too small can do repairs and maintenance, but nothing else.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 09 May 2020, 22:58:45
Kindalas: Did you not see the TCN get the shit kicked out of it?

We haven't gone too bloody just yet because it was still the first few turns, and people haven't built large fleets to kick the shit out of each other with. Most of you keep spending all your money on research, so we end up with the situation where the Rim Worlds have a fleet almost the size of the Fed Suns (especially in Size, if not in raw hull numbers), on less than half the budget.

Tyler: Scrapping a ship will give you 25% of it's value.

And no you cannot modify a ship without a yard of sufficient size. A yard too small can do repairs and maintenance, but nothing else.

Thanks.
Title: Re: Warship Race Redux
Post by: kindalas on 09 May 2020, 23:12:01
Kindalas: Did you not see the TCN get the shit kicked out of it?

We haven't gone too bloody just yet because it was still the first few turns, and people haven't built large fleets to kick the shit out of each other with. Most of you keep spending all your money on research, so we end up with the situation where the Rim Worlds have a fleet almost the size of the Fed Suns (especially in Size, if not in raw hull numbers), on less than half the budget.



I did, it was a good read. I enjoyed it.

I'm just expressing my concerns and I know that I'm basing my impressions on an incomplete image but I do worry about it.
Title: Re: Warship Race Redux
Post by: truetanker on 09 May 2020, 23:25:15
For the Periphery as a whole: 'Everything's fine here. We're good. We're all good. Had a slight problem but everything's fixed. How are you?"

Ha, Solo fan eh?

TT

Title: Re: Warship Race Redux
Post by: marcussmythe on 10 May 2020, 00:20:50
 Notes to self:

1.)  Players suggest name of game is ‘Battletech’, not ‘Peacetech’

2.)  Player suggest hull counts/maintenance too high, request reduction.

3.)  FWL suggests conflict with LC sought.

As one of your GMs, I will respect my players wishes and attempt to oblidge.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 10 May 2020, 06:13:30
Maintenance might indeed be a bit too high. Or research too cheap.
Though I think we'll see a notable drop-off soon.
Ironically, I've been basing my early decisions on the fact that it starts relatively peaceful. Now I wonder which way the causality is.
And, of course, people first needed to build the yards to build the ships. When you have the choice between building 5 size 2 hulls now, or 4 size 3 hulls with 50% more armour next turn, you really need to be expecting an immediate war to take the former option.

We are entering the "Age of War", so I think you'll get your conflict soon, kindalas. I mean, it has already begun, hasn't it?  8)

... damn, you guys are fast. I planned to get my turn out the door quickly this time, but I'm not even done with a basic fluff outline. Though I guess I did have most of the turn ready.

Edit: Personally, I think my forces have seen a good amount of action.  :)
Edit2: Maybe as a reference to the likely actual sizes of our realms:
https://www.sarna.net/wiki/File:Draconis_Combine_Foundation_2319.jpg (https://www.sarna.net/wiki/File:Draconis_Combine_Foundation_2319.jpg) ;) Will be far bigger now, but I assume my jump recharge stations are actually bridging relatively empty space at times.
Edit3: Can we fit scanners on dropships to scout systems?
Title: Re: Warship Race Redux
Post by: Smegish on 10 May 2020, 07:18:41
Yes we did use the maps on Sarna as a base to build the map for this game
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 10 May 2020, 07:41:34
Oh, no doubt. I just wanted to illustrate to everyone that our realms are probably not yet at their full size.
Though I've never been quite sure how much of that size is actually filled with something meaningful.
I am reasonably certain, for example, that Jezersko is a ball of dirt with no valuable resources nor Industry.  ::)
Edit: Just found out that the furutaka was apparently a destroyer that got sunk in night fighting when one of her torpedo racks caught fire.  :))
Edit2: I noticed, on the ship creation spreadsheet, that I often have a specific amount of tonnage left, and when I add exactly that tonnage as cargo, I still have 1 more ton.
Title: Re: Warship Race Redux
Post by: marcussmythe on 10 May 2020, 10:48:40
Edit2: I noticed, on the ship creation spreadsheet, that I often have a specific amount of tonnage left, and when I add exactly that tonnage as cargo, I still have 1 more ton.

If you dont put a quantity for a piece of equipment on the spreadsheet, it treats it as 1.

And earlier I was not planning on reducing the amount of maintenance paid for each ship.  My intent was to reduce the number of ships you are paying to maintain.

I am a helper.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 10 May 2020, 11:39:04
If you dont put a quantity for a piece of equipment on the spreadsheet, it treats it as 1.
I am afraid I do not follow.
Title: Re: Warship Race Redux
Post by: kindalas on 10 May 2020, 12:29:30
I am afraid I do not follow.
The spreadsheet has an error correction in the formulas. So when you select an item it assumes that you put a 1 in for the quantity.

So when you select a cargo bay, and then type in the remaining tonnage you have to remember to add one to that number, otherwise you will always have 1 mystery ton left over.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 10 May 2020, 13:06:10
Ah, ok. That makes sense.
Title: Re: Warship Race Redux
Post by: marcussmythe on 10 May 2020, 16:36:39
CC is looking to sell off some of its older Destroyers and some Yangwei Blk 2 Cruisers to make way for new ships.  Base price is half production price (for the DDs), and a bit more than that for the CAs (because Class 3 yards are expensive).

Will downgrade if buyer lacks the technology for Improved Ferro-Aluminium armor (which the Block 2 ships mount).  Sales to adjacent major powers not likely, but adjacent periphery realms will be considered. 

Please message.  First come first served.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 10 May 2020, 20:32:27
Heh. Seems they are bored.  ;D
I actually briefly considered buying one. Nice to have something durable to smash into the Davion Front.  ::) *cough*
But man, 2 collars. I couldn't possibly afford the maintenance.
Title: Re: Warship Race Redux
Post by: marcussmythe on 10 May 2020, 20:43:46
... Collars?  None of CC ships have collars?
Title: Re: Warship Race Redux
Post by: marcussmythe on 10 May 2020, 22:16:16
Tech Thoughts:

1.)  Black Box Tech:  Historically, they come in around 2500.  While inferior to the HPG and superceded by it, historically, they have a number of advantages, not the least of which is their trivial (on our scale) size and cost.

2.)  Subcapital Weaponry:  Doesnt happen till late in the OTL, but thats in some ways a game rules/IRL timeline issue.  ‘Guys, what if we made medium sized guns’ is not a radical idea or technology - and I think it would give us an interesting bit of added complexity.  What say you?

3.)  Tech Progress.  Ive now had several players coming to me concerned about tech rates.  Im willing to entertain ideas on that.  My -current- idea is to extend the tech tree  by adding more technologies and breaking some things down into more ‘bits’ - buying us time without changing the rules - and also to give yall more big fights where ships are lost and territory changes hands - to put more pressure on to build warships in this putative warship arms race.  Thoughts?
Title: Re: Warship Race Redux
Post by: kindalas on 10 May 2020, 22:51:16
Tech Thoughts:

1.)  Black Box Tech:  Historically, they come in around 2500.  While inferior to the HPG and superceded by it, historically, they have a number of advantages, not the least of which is their trivial (on our scale) size and cost.

2.)  Subcapital Weaponry:  Doesnt happen till late in the OTL, but thats in some ways a game rules/IRL timeline issue.  ‘Guys, what if we made medium sized guns’ is not a radical idea or technology - and I think it would give us an interesting bit of added complexity.  What say you?

3.)  Tech Progress.  Ive now had several players coming to me concerned about tech rates.  Im willing to entertain ideas on that.  My -current- idea is to extend the tech tree  by adding more technologies and breaking some things down into more ‘bits’ - buying us time without changing the rules - and also to give yall more big fights where ships are lost and territory changes hands - to put more pressure on to build warships in this putative warship arms race.  Thoughts?

1) I think that Blackbox tech should be in the slot right before HPGs. To reflect why they never really caught on.

2) subcaps were hinted as revived age of war designs in the fluff. But they are best for pocket warships and we'd need to figure out a dropship solution if we want them to be viable. (I think letting dropships mount 10 (3-7?) times as much armor could work but also having to actually pay the higher of the generic DS price or the design price) we can fluff it as DS use Aerospace fighter armor and not Capital grade armor.

3) I like the tech progress, but I don't feel any real pressure to build ships right now. I feel maintenance pressure is keeping me from building ships because I don't want to box myself into a corner where I can't afford research and I am not taking losses. Mind you I have this turn and next turns R&D planned out then I need to give a long think about my long term strategy.

What I would really like is some non cannon research choices. So that we can take this into more of an AU direction.
Title: Re: Warship Race Redux
Post by: truetanker on 10 May 2020, 22:54:55
Cybernetics...

Gene Therapy...

Cause the MoC pleasure circuses need their freaks!

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 May 2020, 05:50:54

A few things:
A) Maintenance. I know I've been seen saying a want it a bit more fine tuned and complex, and I'd be willing to tweak a spreadsheet to that effect so players don't need to bother, but let's ignore that for now and keep it simple.
We could have a slightly lower annual cost for smaller vessels, in a simple 3-tier system. Say, 40% up to 300kt, 45% up to 550kt, 50% starting at 800kt. Then several techs could slightly raise the latter two limits. I think this would balance larger, more powerful vessels by a higher upkeep and give smaller navies a better fighter chance.
Alternatively, to keep it simple, just a tech to make smaller vessels slightly cheaper, and another tech that allows shipyards to work on half as many ships that are, say, 8% rounded up above their actual capacity.

B)Dropships and capital conversion:
I feel dropships have no business in combat whatsoever atm - I can create a medium dropship that spends more tonnage on armour than my Kutai class corvettes, yet only reaches a quarter of the protection.
I feel that while the conversion of standard to capital scale works well, the capital to standard conversion is too harsh on those smaller vessels. To take an analogue of the early 20th century - torpedo boats were a thing.
I've been pondering this for a while.
If we go with standard dropships, maybe a 1 -> 20 conversion for capital damage, with an extra guaranteed critical against non-capital targets, could work. Or maybe even 1 -> 50 with an extra -1 to hit for weapons over 1500 tons vs. targets up to 10kt.
Alternatively, we could just change the general damage conversion to such an effect and give fighters an extra damage penalty. Even at just 20 to 1, a small dropship mounting 20 AC/20s in all of it's facings could at best hope to deal 3x 2 Capital damage - against a Warship with no armour.
If we go with custom dropships, we can carve them from solid aluminium, and make the smaller ones extremely fast instead, because they will die to a hit anyways - then the current conversion might work.

c) And this is small because its a bit out there. I think it'd be interesting to have specific weapon configurations be a point of research. Like in the early dreadnought race, the powers involved actually spent quite the bit of design work and trials on getting the turrets right and what not. Could also just factor in some strategic magic dust in the GM room, or affect maintenance. F.Ex. I've been trying to keep somewhat to this by always keeping my NL/45s and NAC/10s in dual mounts, because I imagine that's what they are mounted in and the Navy will want to keep some standards.

... Collars?  None of CC ships have collars?
Ok, maybe I'm misreading the spreadsheet. What does DSC / 2 mean?
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 06:23:52
They mean Ive slept since I designed that thing.  The CA does in fact have two collars.  ;)

A lot of the problem seems to be that people arent feeling pressured by naval taskings/missions/threats from opposing powers.  I own some of this - your likely not feeling much urgency because the impact of your navy on your nation is hard to see.  Things like anti-piracy value (favors speed, sensors, and hull counts) goes into the econ sim.  So does capacity to support colonization and relief efforts.

And Im not letting you beat up your weaker neighbors.  I'll try to put more of a thumb on the 'start war' and 'who to attack' button based on who your Coordinator/Archon/Prime Minister/Congress thinks you can beat up and loot for spare change.  This is to some degree a GM issue as well - I have a hard time getting into the mindset of a feudal warlord who considers war to be the sport of kings and the winner as whoever dies owning the most planets.

Ill try to make the need to have a navy more clear more often (assuming no-one learns the Taurian Lesson, or thinks Id only do that to an NPC power).  I think the answer may be as dumb and simple as having more fights.  Its not called Peacetech, and if losing huge chunks of territory and a meaningful % of your economy with it is the price of losing, maybe people will be more inspired to win this turns fights rather than keep teching and turtling.

Final thought on hull size... 4 Size 1 ships have 4x the SI of a single Class 4, and SI is actually relatively tough.. a 150 SI Class 1 takes 300! Capital damage past armor to hard kill.  Ive had at least one fight change the direction it was going when the smaller ships SI stack came into account.  No, it doesnt entirely pay for the size difference and cost savings, but it is a value.
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 08:15:48
Okay, this is a super-rough draft of a modified tech tree.

High Notes:

1.)  Blank Spaces!  These are techs that dont do anything, cant be skipped, and dont ever get a discount.  If this doesnt stretch things out enough, Im willing to add more blank spaces. 

2.)  Early Subcapitals!  Because its not a complicated idea, and it allows..

3.)  Worthwhile Combat Droppers!  Generic Combat Droppers will have a starting value of roughly their mass of warships.  This isnt great, but its better than nothing.  Each of the three subcapital weapon techs improve this by 33%, to a maximum of 100%.  Thus a Large Combat Dropper with all three technologies available will be worth (again very roughly) twice its mass in warships in a fight.  This means a 100kt Castrum style combat dropper is about as good as a 200kt warship, and a pack of 5 of them is theoretically on par with a 1MT Warship (though beware attrition.  The 5 of them might rip off the warships armor and send it into 'retreat', at a loss of 3 of their own, while the warship is just needing repairs and will be back...)

If we have to raise the cost of Combat Droppers or do a separate line for them, we will.

4.)  Microconstruction got broken up into multiple techs across multiple trees.

5.)  Black Boxes added.  Useful, cause though they are inferior to an HPG, they are light and cheap and can fit on almost anything.

6.)  Sustainment added.  Newtech.  Each level reduces the maintenance cost of Class 1 warships by 5%, with a decreased effect of 1 level per size class.  Thus Sustainment V would lower the maintenance of size 1 ships by 25%, size 2 ships by 20%, etc.  This is intended to offset SOME (but not all!) of the upwards pressure on ship size.

https://docs.google.com/spreadsheets/d/1nayAFCuDjUsyKDWln6Bw9JTtTG-onZibkZ4cV-UVC2I/edit?usp=sharing
Title: Re: Warship Race Redux
Post by: kindalas on 11 May 2020, 10:09:22
Okay, this is a super-rough draft of a modified tech tree.

High Notes:

1.)  Blank Spaces!  These are techs that dont do anything, cant be skipped, and dont ever get a discount.  If this doesnt stretch things out enough, Im willing to add more blank spaces. 

2.)  Early Subcapitals!  Because its not a complicated idea, and it allows..

3.)  Worthwhile Combat Droppers!  Generic Combat Droppers will have a starting value of roughly their mass of warships.  This isnt great, but its better than nothing.  Each of the three subcapital weapon techs improve this by 33%, to a maximum of 100%.  Thus a Large Combat Dropper with all three technologies available will be worth (again very roughly) twice its mass in warships in a fight.  This means a 100kt Castrum style combat dropper is about as good as a 200kt warship, and a pack of 5 of them is theoretically on par with a 1MT Warship (though beware attrition.  The 5 of them might rip off the warships armor and send it into 'retreat', at a loss of 3 of their own, while the warship is just needing repairs and will be back...)

If we have to raise the cost of Combat Droppers or do a separate line for them, we will.

4.)  Microconstruction got broken up into multiple techs across multiple trees.

5.)  Black Boxes added.  Useful, cause though they are inferior to an HPG, they are light and cheap and can fit on almost anything.

6.)  Sustainment added.  Newtech.  Each level reduces the maintenance cost of Class 1 warships by 5%, with a decreased effect of 1 level per size class.  Thus Sustainment V would lower the maintenance of size 1 ships by 25%, size 2 ships by 20%, etc.  This is intended to offset SOME (but not all!) of the upwards pressure on ship size.

https://docs.google.com/spreadsheets/d/1nayAFCuDjUsyKDWln6Bw9JTtTG-onZibkZ4cV-UVC2I/edit?usp=sharing

I like everything but the empty slots.

But I'll point out that combat dropships still have standard scale SI. So once their armor is gone the die pretty much immediately so 5 Castrums should be equal to a single 500kt warship at the end. Which is the opposite of how warship combat happens.

I'd like to have some jump computer tech. So that we can gain pirate point advantages more often. Ranging from Zenith and Nadar only to Cannonshop.

Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 10:12:54
I didnt figure ‘spend money this turn to not get anything this turn’ would be popular, but it does slow things down.  Doubling tech costs would have a similar effect, but this was simple.

For the ‘Standard Scale SI vs Capital’ - remember, were dealing with generic droppers, if the generic rules say 5 Large Combat Droppers are as good as a 1MT warship, then they are.  This isnt unreasonable... 5 Castrums vs an equally minmaxed 1MT Warship is a good fight.

What would you want better jump computers to do, mechanically?  How big an effect?
Title: Re: Warship Race Redux
Post by: kindalas on 11 May 2020, 10:55:07
What would you want better jump computers to do, mechanically?  How big an effect?

Mechanically they would increase fleet flexibility, dramatically reduce transit times for military vehicles and eventually for civilian vehicles.

At level zero dropping in between the earth and the moon is possible, but that spot is very predictable.

At level 2-3 opening up points between earth, mars and venus starts being an option.

At level 5 dropping in to the trojan and greek asteroids of any planet would be easy.

Also long range transit time gets shorter by a tiny bit eventually leading to a jumping as the crow flies 30 LY jumps to empty systems.

Other things that could happen are using long range jumps to maximize the ECM effects of the jump on targets or even jumping into point blank range of targets.

And when combined with lithium fusion tech you could get to the WoB super jump, or the interconnectiveness unlimited long range jump drives.

Title: Re: Warship Race Redux
Post by: kindalas on 11 May 2020, 10:57:21
Regarding this turn.

What does ECM give me?

I assume it is things like the Guardian ECM for fighters and the integrated DS and warship ECM systems.

And does Improved ECM lead to Angel ECM or the SLDF SDS Ecm systems?
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 11:04:30
Regarding this turn.

What does ECM give me?

I assume it is things like the Guardian ECM for fighters and the integrated DS and warship ECM systems.

And does Improved ECM lead to Angel ECM or the SLDF SDS Ecm systems?

I figure ECM is the basic things like fighters, and an improved version of the warship ECM systems.  Improved ECM is the gateway for Angel, etc.  (And if you had Improved ECM, and Targeting Computers, and a few other gizmos, that would probably justify society level techs)

Basically if you have better ECM (and ECM includes ECCM, and all other EWAR uses), your going to have somewhat greater accuracy and a similar penalty to enemy accuracy, especially at extreme range.  This will not be a LARGE EFFECT, its not an I-win button the way radar gunlaying in a night fight was in WW2.  But its valuable.

Ill consider adding the jump computers if everyone else thinks they are cool.  And I could probably clear up some of the 'empty' slots by scooting stuff down and cramming Society level tech toys at the end.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 May 2020, 11:31:57
I like the idea to buff dropships somewhat. Really, they mostly just need to be a bit tougher. Though just vaguely saying "they are x% of a warship" might be a little too vague.
What does it mean? They take less damage? They deal more? Harder to hit? Their very presence bends space time to wisk 10% of your armour away into another dimension?
We'd need at least some idea on how to counter them, assuming they are worth countering.
I think we could add an extra tech for it that allows a dropship weight somewhere between medium and large, or maybe just "improved dropship armour" to make them reach their potential.

I personally don't see a problem with empty tech slots. Though I suppose I wouldn't mind that not being there, either. 
Call it "improved lab equipment" or "expanded testing facilities", and you can either pay something for it (maybe half a tech) or wait until  some threshold is reached or whatever happens - thus, players could slow progress a little bit, and the problem would solve itself. Maybe count techs researched in that tree total (all players)? I would still group techs, though. Like, 1 empty space every 3 or 4, and you'd need to have researched at least 1 of those before proceeding. Players should still have a reasonable choice and feeling of progress.

Could also just make tech a little bit more expensive if you research more than 1 per turn.
Jumps...  I thought that was a factor of crew training, and thus, maintenance. I suppose I see no problem with getting an upgrade or two to make it a bit easier, but it should be a risk.

I think we should also move the not yet researched armour improvements down a little, maybe 1 and 2. Also, could we move the Kraken a bit lower and T-op missiles a bit higher?
It's kind of weird to have it available 4 slots earlier than the obvious requirement.
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 12:22:49
I like the idea to buff dropships somewhat. Really, they mostly just need to be a bit tougher. Though just vaguely saying "they are x% of a warship" might be a little too vague.
What does it mean? They take less damage? They deal more? Harder to hit? Their very presence bends space time to wisk 10% of your armour away into another dimension?
We'd need at least some idea on how to counter them, assuming they are worth countering.
I think we could add an extra tech for it that allows a dropship weight somewhere between medium and large, or maybe just "improved dropship armour" to make them reach their potential.

I personally don't see a problem with empty tech slots. Though I suppose I wouldn't mind that not being there, either. 
Call it "improved lab equipment" or "expanded testing facilities", and you can either pay something for it (maybe half a tech) or wait until  some threshold is reached or whatever happens - thus, players could slow progress a little bit, and the problem would solve itself. Maybe count techs researched in that tree total (all players)? I would still group techs, though. Like, 1 empty space every 3 or 4, and you'd need to have researched at least 1 of those before proceeding. Players should still have a reasonable choice and feeling of progress.

Could also just make tech a little bit more expensive if you research more than 1 per turn.
Jumps...  I thought that was a factor of crew training, and thus, maintenance. I suppose I see no problem with getting an upgrade or two to make it a bit easier, but it should be a risk.

I think we should also move the not yet researched armour improvements down a little, maybe 1 and 2. Also, could we move the Kraken a bit lower and T-op missiles a bit higher?
It's kind of weird to have it available 4 slots earlier than the obvious requirement.

I was contemplating having dropships work as per the tabletop rules, unmodified, vs. warships, but also as per the tabletop rules, unmodifed, vs. fighters.  This will make PWS a legitimate threat to warships, but at the same time leave them easy prey for fighters.

But then I was contemplating dealing with all of you wanting to design your custom PWS Droppers.  Probably more than one class for each of you.  And it occured to me that might not be a good time.

In general, PWS would be (relatively) more agile than Warships (usually), and relatively fragile, but well armed.  Think eggshells with sledgehammers.  The classic solution would be range, especially combined with speed, or fighters.
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 12:36:34
Added the Jump Computers.  I put them in Miniaturization, because, well, microcomputers, and because thats a tree that gets less love.

As I see other cool ideas, Im down to fill in the blank spots with them, at which point they are not blank spots but regular techs.  But in general it needs to be stuff that wont change the sheets or radically change the game.

I dont think we should move the current 'nearest' armor, Ferro-Lamellor - its too close, and too big a tech, and I'm sure some of you literally planned around it and its availability.

Utterly self-indulgent CC Turn 4 fluff posted.  Crunch will follow at some point.

*looks at THN*

*sighs*

I hate doing THN turns.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 11 May 2020, 13:02:09
Love the Capellan fluff: excellent work!

FYI I am going back to work starting tomorrow: it shouldn’t affect my turns, I’ve got four mostly worked up and should be done in the next couple days baring fluff piece.

I’ll get to reading the tech changes later tonight and I’ll get back to you on them.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 May 2020, 13:36:35
Added the Jump Computers.  I put them in Miniaturization, because, well, microcomputers, and because thats a tree that gets less love.

As I see other cool ideas, Im down to fill in the blank spots with them, at which point they are not blank spots but regular techs.  But in general it needs to be stuff that wont change the sheets or radically change the game.

I dont think we should move the current 'nearest' armor, Ferro-Lamellor - its too close, and too big a tech, and I'm sure some of you literally planned around it and its availability.

Utterly self-indulgent CC Turn 4 fluff posted.  Crunch will follow at some point.

*looks at THN*

*sighs*

I hate doing THN turns.
I planned around getting it next turn. And I still think Ferro-Carbide is too easy to get. But whatever floats your boat.
Btw, maybe have the reduced maintenance techs be Size X + Y kt?
I think it'd be interesting to encourage people to build designs not limited to those sizes, but slightly lower or higher. Or, well, the above yard capability suggestion.

I get you on the dropships. I'd be ok with them mostly being generic designs, though.
Having them work as normal and be customizeable would just lead to them being superior. I think we could add a tech or two to that effect - start them off at a worse conversion (well, better than fighters) and improve them through such a tech.
Title: Re: Warship Race Redux
Post by: kindalas on 11 May 2020, 13:46:14
Added the Jump Computers.  I put them in Miniaturization, because, well, microcomputers, and because thats a tree that gets less love.

As I see other cool ideas, Im down to fill in the blank spots with them, at which point they are not blank spots but regular techs.  But in general it needs to be stuff that wont change the sheets or radically change the game.

I dont think we should move the current 'nearest' armor, Ferro-Lamellor - its too close, and too big a tech, and I'm sure some of you literally planned around it and its availability.

I'll start using my thinking for more technology ideas.

I like that FC armor is still close and the LFC armor is so far away. Since the game only the Texas had LFC armor by the end of the SL era.


Quote

Utterly self-indulgent CC Turn 4 fluff posted.  Crunch will follow at some point.

*looks at THN*

*sighs*

I hate doing THN turns.

If the Hegemony had an accident then i'm certain that their turns would be much easier to write.
Title: Re: Warship Race Redux
Post by: kindalas on 11 May 2020, 13:50:16
I get you on the dropships. I'd be ok with them mostly being generic designs, though.
Having them work as normal and be customizeable would just lead to them being superior. I think we could add a tech or two to that effect - start them off at a worse conversion (well, better than fighters) and improve them through such a tech.

I'm just going to repeat my idea, in case it got overlooked, for custom DS but they cost what the rules say or the generic cost. Whichever is greater.

That way if we want to make OP designs for whichever task then we pay considerably more, in some cases, then the generic cost. And we lose the flexibility that comes with generic multi purpose designs.
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 14:01:52
I'm just going to repeat my idea, in case it got overlooked, for custom DS but they cost what the rules say or the generic cost. Whichever is greater.

That way if we want to make OP designs for whichever task then we pay considerably more, in some cases, then the generic cost. And we lose the flexibility that comes with generic multi purpose designs.

The problem is, as your GM, I cannot promise I could in any meaningful way keep track of multiple custom DS designs on top of all the warships.  You would be spending time and extra money for something I would forget about, be reminded of, and then have to rewrite a fight to keep track of.  Further, this is a warship design exercise, and I'm not sure Im comfortable advantaging the dropship designers over the non-designers, because not everyone is going to want to design giant combat dropships.

*sighs*  But thats not a 100% no.  If yall all want the darn things, and if they dont blow up the game, and if people will help keep me honest and forgive me when I forget, and IF SMEGISH THINKS ITS COOL, then we will talk about it.

On the other hand, I found my mojo for THN.  I amuse myself, if nothing else.
Title: Re: Warship Race Redux
Post by: kindalas on 11 May 2020, 14:10:03
The problem is, as your GM, I cannot promise I could in any meaningful way keep track of multiple custom DS designs on top of all the warships.  You would be spending time and extra money for something I would forget about, be reminded of, and then have to rewrite a fight to keep track of.

On the other hand, I found my mojo for THN.  I amuse myself, if nothing else.

That's a good reason to avoid extra complexity.

Edit: That is such a perfect THN design.
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 14:31:02
That gives me an evil idea for a turn event...

“Some A-hole has convinced $National Leader that $Bad Idea is the next big thing in naval warfare.  You will build 3d6 $Bad Ideas next turn, all other priorities are secondary.”
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 May 2020, 14:32:15
 ;D
You know, a few events might not actually be such a bad idea.
After all, a lot of earthly naval design was dictated by circumstance.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 11 May 2020, 14:48:37
That gives me an evil idea for a turn event...

“Some A-hole has convinced $National Leader that $Bad Idea is the next big thing in naval warfare.  You will build 3d6 $Bad Ideas next turn, all other priorities are secondary.”

I mean, I already did that with the Talwar. Forcing everyone else to make bad decisions sounds good to me.
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 14:50:13
I mean, I already did that with the Talwar. Forcing everyone else to make bad decisions sounds good to me.

Amusingly, I rather like the Talwar.  It may not be good, but its bad with -style-.

It was also much less EXPENSIVELY bad than the Typhoon...
Title: Re: Warship Race Redux
Post by: VensersRevenge on 11 May 2020, 16:19:03
You haven't seen my Battleship plans yet
Title: Re: Warship Race Redux
Post by: kindalas on 11 May 2020, 22:02:26
I'm thinking about starting a TRO for this game.

If I can get things organized are you guys interested in letting me use your designs?

And if I get organized are you guys interested in expanding your fleet fluff to to TRO levels?

There are a bunch of IFs in these questions.
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 22:04:03
Yes, and yes.  Twice on Sundays.

I think the history of the game as we play it will be great fodder for filling out TRO fluff.
Title: Re: Warship Race Redux
Post by: truetanker on 11 May 2020, 22:07:44
Yes and with that exert about Famous Pilots er, Famous Warships and their battles and follies section!

TT
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 11 May 2020, 22:09:38
Yes: and maybe... might have time issues in the future and you’ll definitely have to check my work for math errors.

Edit: Although I would say wait until the third edition of this. Solidify all the rules, etc, and you could even include them in the book. Maybe? IDK just thinking out loud .
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 May 2020, 22:19:45
A third edition of this... heh.  Lets get this edition past turn 10 before we worry about a third.
Title: Re: Warship Race Redux
Post by: kindalas on 11 May 2020, 22:55:39
My current plan is to assemble a template with an idea for how I want to do the layout of things.

Then I'll start adding the existing units.

But everything is flexible right now.

Battle history and famous units have always been my favorite parts of a TRO.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 11 May 2020, 23:45:36
A third edition of this... heh.  Lets get this edition past turn 10 before we worry about a third.

LOL I know. I meant like general prepare the template then work it up later. That's just my two cents at least.

ETA On turn the next two days approx. Got mostly everything squared away just finishing off numbers and triple checking, and minor fluff change.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 12 May 2020, 04:30:46
Oh, I definitely think we'll eventually need a third. Because, really we're having another rules discussion now, and it's fruitful, but I think we are facing challenges that were utterly predictable.
What happens 10 turn from now, though, we don't know.
Maybe, once we reach the technology, stronger armour will make fighters useless. Maybe the meta will shift to clusters of jumpships ladden with heavy dropships.
Maybe AMS will prove too effective once available.
Once we know all that, we have the opportunity to tune the system, and maybe come up with a solution that will work through the ages.
I think it might also be interesting to have a start with rather small, historically more appropriate budget with primitive core ships, and play the popular kids game "who fears the hegemony"^^. And having events we have to react to also seems like an idea.
So let's concentrate on improving what we have, for now.  :)

As to that: I think the Sustainment line should start slightly earlier, so the factions that would really need it (the smaller factions) could make some use of it - they probably won't be building larger ships anytime soon.
Regarding dropships: I think we should really have a tech increasing their durability somewhat - less of a hard cut now, gives us more techs to invest in, and buffers the effect of subcapitals a bit. Which I'd totally put on warships as AA. The rules are such that I mount standard scale weapons only for lack of alternatives.
Could also have (easier to remember) player quirks, like "all small-medium sized assets have reflective armour".

That said, I'm liking the direction very much. The DC would probably not use too many droppers either way, except for ground transport, but if they did, it'd probably be assault ships.
And the more comprehensive tech tree makes more ways of play viable. Still think it'd be better to make it somehow more economical to not research three techs a turn, but this time, I don't actually have a solid idea of how this would play out.
I felt the DC, with its sort of Japanese heritage, would do best adapting tech others already had and improving on them, instead of being at the forefront of development. Like how they made T-Op from existing missile chassis, but it would have just felt "wrong", somehow, to make such an obviously questionable decision. Now I went the other way, but we'll see what the future holds.
Actually, small rule changes in the future could be integrated as "events", as well. All hail our GMs.  :bow:
Regarding a TRO: That's gonna be a big one - we have enough material for that already, and we get at least one design per turn per player.
Title: Re: Warship Race Redux
Post by: marcussmythe on 12 May 2020, 06:13:36
Unlimited - if you want to start banging out a further proposal for what to do with the tech tree, feel free.  Make a copy of the google sheet I linked a few posts back and change stuff and see what people think.
Title: Re: Warship Race Redux
Post by: marcussmythe on 12 May 2020, 08:09:23
Teaser for Next Turn:

*CRITIC CRITIC CRITIC*

*Necessary Distribution Only*

*Secure but not Secret*

To:  All Flt Cmds

SIGINT Reprt THN Maine lost all hands over foreign space.  Internal explosion.  Cause unknown
DATE REDACTED LOCATION REDACTED.

Confidence HIGH

THN Attribution UNKNOWN

THN Intentions UNKNOWN

This transmission constitutes a WAR WARNING under condition OSCAR MIKE GOLF.

Release Authorized:  All necessary action to protect Command and Command Area

Release Authorized:  Preemptive Action, Self Defense Only.

Refer WARPLAN DELTA OSCAR OSCAR MIKE, Information Release Code WILCO TANGO FOXTROT for specifics.

*CRITIC CRITIC CRITIC*
Title: Re: Warship Race Redux
Post by: kindalas on 12 May 2020, 10:09:10
For battles vs NPCs

Would you two GM's want help with writing the battle fluff?

Because I would be interested in writing battle outcomes.

If I was given a list of participants and losses to account for.

I think it would be different for PC factions fighting each other. Since it might end up taking away player agency.
Title: Re: Warship Race Redux
Post by: marcussmythe on 12 May 2020, 10:27:43
For battles vs NPCs

Would you two GM's want help with writing the battle fluff?

Because I would be interested in writing battle outcomes.

If I was given a list of participants and losses to account for.

I think it would be different for PC factions fighting each other. Since it might end up taking away player agency.

For now, I'm having fun writing battles of all kinds.  Ive spent waaay too much time modeling and number-crunching and Im getting a kick out of turning the raw numbers out into fluff and story.

That said, if I get overloaded, I will totally outsource fights to interested players.  If I give yall a list of number outcomes and a general fluff of 'how it went down', then theres no real risk of one player taking away anothers fun, espc if we hand off.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 12 May 2020, 12:05:30
So the world is going to end?

Just occurred to me (yes, that happens a lot) that events, like "you have to build something incorporating X, 3 times", could also be used for "that neighbour insulted your head of state. The navy is expected to punch them".  ;)
Title: Re: Warship Race Redux
Post by: Jester Motley on 12 May 2020, 13:40:59
SIGINT Reprt THN Maine lost all hands over foreign space.  Internal explosion.  Cause unknown

That wooshing sound you all hear is the collective air being sucked inwards as the entire AFFS puckers up tight enough to make diamonds.

If the Hegemony had an accident then i'm certain that their turns would be much easier to write.

You just had to say it, didn't you.

Don't you know the first rule of gaming?!  Never get involved in a land war in Asia!  And never play Russia in Axis and Allies!  But slightly less well known, but much more important is never give the GMs ideas!

:)
Title: Re: Warship Race Redux
Post by: marcussmythe on 12 May 2020, 15:07:11
Hypothetical:

One of your neighbors and the Terran Hegemony are engaged in a really nasty pissing contest.  Dead ships everywhere.  Like, for reals yo dead ships.  It's going far worse for the THN than anyone would ever have expected (including your GM, but math is math) but its still the Terran Hegemony.  They'll still be the biggest kid on the block when the dust settles unless something SUPER WEIRD happens.

Your Archon/Coordinator/Prime Minister/Captain-General/Kaiser/Protector/Divine God-Emperor has come to you for advice. 

The Hegemony is ludicrously rich.  Their budget is over 700B off of about 100 worlds.  Your budget is a bit over 300 off of about 300 worlds.  See what I mean by rich?.  And it is a rich man that is distracted right now.  Do we want to grab what we can while its distracted?  Lots of free money on the table, those worlds havent been Hegemony for long, maybe theyll come over easy.  OTOH, the Hegemony will probably remember you, and not in a 'send Christmas Cards' sort of way.  OTOOH, they have someone else they hate more.

On the other hand, your maybe-neighbor isnt as rich, but hey, they aren't as strong.  Maybe we want to shiv them in the kidneys while they are distracted by the 500lb gorilla in the room.  Even if they WIN, they probably wont be in a position to pivot to making us hate it, and hey, free planets are free planets.  Less risk, less reward.

We could send a strongly worded letter and invite everyone to a peace conference!  Show the inner sphere our smiling face and what wonderful people we are, and maybe convince them to Buy Draconis! For all your Katana-Shaped Needs.

Or maybe we just go 'My names Paul and thats between Yall' and no good comes of volunteering for a guest part in the Twilight of the Gods.

Not saying that $National Leader is going to LISTEN to you... but he does want your advice.

Hypothetically.

You can answer privately if you like, but publicly could be more fun.  If you don't answer at all, I'll assume you are telling your $National Leader that the Navy will follow orders but cannot advise on political matters.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 12 May 2020, 15:15:47
If the Hegemony had an accident then i'm certain that their turns would be much easier to write.
You know, the more I read up on it... it doesn't even have to come that far.
The Hegemony, for centuries, has mostly been reacting to their neighbours.
And if their neighbours behave differently, so will they.

Holy crap, the GM is dropping thinly veiled 'what if's' on us.
hmmm
There's multiple options. One approach would be to to send an envoy to the neighbour for a few decades on non-aggression pact, then to reach for that sweet, ripe fruit. I mean, they did take Dieron from the early Combine.  :wheelchair: That's a nice world, you know?
Sure, it might not improve the future prospects of the state, but it would grant an increase in wealth, coupled with a reduction of the amount of border having to be covered, allowing the Navy to concentrate forces. And, speaking as an admiral, I might die before it comes to bite me.
Another is to take advantage of that distracted neighbour, pull by border guards, and attack my other neighbour. Because the future would sure look brighter with two weakened neighbours. :beatdown: One of them won't even be angry at me.
I could of course also play both sides, take worlds from both sides, and then give them back to the winning side - the loser probably won't be in a position to complain too loudly.
I'll have to consider false flag operations some more.
Edit: I could make a name for myself as a patron of the arts *cough* , by which I mean aggressive venture capitalism. Reduced patrols might allow me to wallow in neutrality and pull one of the above option while still profiting.  Hypothetically.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 12 May 2020, 15:27:30
Hypothetical:

One of your neighbors and the Terran Hegemony are engaged in a really nasty pissing contest.  Dead ships everywhere.  Like, for reals yo dead ships.  It's going far worse for the THN than anyone would ever have expected (including your GM, but math is math) but its still the Terran Hegemony.  They'll still be the biggest kid on the block when the dust settles unless something SUPER WEIRD happens.

Your Archon/Coordinator/Prime Minister/Captain-General/Kaiser/Protector/Divine God-Emperor has come to you for advice. 

The Hegemony is ludicrously rich.  Their budget is over 700B off of about 100 worlds.  Your budget is a bit over 300 off of about 300 worlds.  See what I mean by rich?.  And it is a rich man that is distracted right now.  Do we want to grab what we can while its distracted?  Lots of free money on the table, those worlds havent been Hegemony for long, maybe theyll come over easy.  OTOH, the Hegemony will probably remember you, and not in a 'send Christmas Cards' sort of way.  OTOOH, they have someone else they hate more.

On the other hand, your maybe-neighbor isnt as rich, but hey, they aren't as strong.  Maybe we want to shiv them in the kidneys while they are distracted by the 500lb gorilla in the room.  Even if they WIN, they probably wont be in a position to pivot to making us hate it, and hey, free planets are free planets.  Less risk, less reward.

We could send a strongly worded letter and invite everyone to a peace conference!  Show the inner sphere our smiling face and what wonderful people we are, and maybe convince them to Buy Draconis! For all your Katana-Shaped Needs.

Or maybe we just go 'My names Paul and thats between Yall' and no good comes of volunteering for a guest part in the Twilight of the Gods.

Not saying that $National Leader is going to LISTEN to you... but he does want your advice.

Hypothetically.

You can answer privately if you like, but publicly could be more fun.  If you don't answer at all, I'll assume you are telling your $National Leader that the Navy will follow orders but cannot advise on political matters.

I would definitely recommend taking advantage of Lyran weakness if they are the ones who fight the Terrans, but otherwise would likely recommend using the distraction of the war to reinforce the Lyran border now that it is unlikely I can avoid fighting them
Title: Re: Warship Race Redux
Post by: Jester Motley on 12 May 2020, 16:26:22
Because I -hate- spending money for nothing, I brainstormed in a few techs to fill out the early blank spaces.  Figure I can find some more inspiration before we get far enough down the line that we hit more blanks.

Let me know what you think.

https://docs.google.com/spreadsheets/d/1cKNYOpBrRUY6LJBcT7u84Dny1bAZe1sny3QeS6WWWfA/edit?usp=sharing

(I apologize for my sense of humor.  or lack of sense.)

As to actual suggestions-

Sustainment could be broken out more-  For instance, 5% gains, but for a specific tier and no knock on effect.  "Sustainment T1, Sustainment T2, Sustainment T1 mk2" etc.  A thought... but since we don't have any choice but to research those blanks, it at least feels like we're gaining something.

Some additional techs thoughts-
Hardened yards-  Yards are armored, or moved into/built into asteroids, allowing a maximum 1 size reduction when/if attacked, or maybe "Yard hardening I" prevents a yard from being damaged more than 1/2 its tier round up, (t2 could go t1 but not destroyed, t7 would go to t4, t1 destroyed?), and a 2nd level might prevent reduction by more than 1 tier.  I'd go with zero cost (cost was the 'research' paid) mostly to prevent book-keeping.

Missiles-  Some advancements for missiles to keep them 'relative' in the nastier arena that later techs give.  Perhaps specialty missiles (Honor Harrington inspired, yes) but ECM and ECCM missiles, these could easily be done like ECM/ECCM is now (fudge factor, but just one more consideration by GMs) or could just give bonuses to missiles hitting/defense against pds.  While missiles aren't out in the cold, considering there's no special counter to NACs and NLs, missiles are unique and get kinda tech screwed.  If we're willing to go with non-canon weapons, heavier/larger missiles comes to mind.   (I'm willing to monkey with the spreadsheet to add these in as items/choices)

More levels of ECM/ECCM-  Gives potentially multiple steps between ECM/ECCM abilities, but if we make it logrithmic in effect, there's a diminishing return (IE, two stages of ECM higher is not twice as hard to hit as one ECM stage difference, but maybe 1.5 times as hard to hit.)

Split ECM/ECCM-  Get ECM advantage, then get ECCM advantage.  Get a new ECM edge.  Enemy gets new ECCM edge over you, and still has better ECM?  That'll leave a mark.  (So, ECM I, ECCM I, ECM II, ECCM II... better yet, put ECM and ECCM in different catagories...)

More honor suggestions-  Decoys-  Small craft or possibly larger used to pump out "signatures" to appear to be the ship in question.  For funzies, since the Mk1 eyeball won't be fooled, fighters/SC/DS at close range aren't effected.  Game effect could be simulated with say, 5% of shots fired at ship, per range band away, miss?  I don't know, not a GM so I get to not worry about the little things...  :)

Fusion Safety-  Ships less like to go boom when crippled.

Improved Efficient Sails-  Decreased charge time.

Improved Charge Efficiency-  Recharging from fusion or sucking off a recharge station is faster.

Fast Charge-  Risky but 1/2 the charge time, double fuel consumption-  Risks could be ripped sail, blown caps (minor means energy gone no real damage, major means ship damage but maybe coil charged?), etc

Security stations-  Improved defenses against borders.  Less marines needed to defend ship.

Star wars inspired Interdiction Module-  Can block a segment of space from being jumped from/to, there by preventing a force from micro jumping or fleeing by jump.

Caspar Mechs-  Robot Mechs cause I like Skynet, its my friend.

Caspar Vees-  Less revolutionary, more than probable this century as it is...

Caspar Marines-  For boarding and repelling boarders.  (I'm thinking automated mobile turrets and/or drones, not terminators, but... hey, whatever, they'd be cool too)

Space Castles Jester-  Moon or asteroid fixed emplacements for space engagements.  (Canon thing done, just never seen rules for it?  though I own I might not have looked hard either)

Imp. Small Craft-  We have Imp Aero.

Imp. Dropships-  We have Imp Aero... and we can research Light, Med, and Heavy DS's all over again.

Huge Dropships-  Split large droppers into 2 groups, up to 50Kt is large, 50-100kt is huge.

Imp. JS-  5 collars for 750m (maybe 650m, first is barely more efficient, second is likely to much, except the cost for research is gonna take a long time to recoup) or perhaps Batteries on board.

Huge NCSS-  Even better scanners.  And we can keep getting bigger.  Perhaps make them directional though...  omni for S/L ranges, but only nose arc for further?

I have more ideas, but should probably let people review and tear apart these first.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 12 May 2020, 17:13:08
I think the basic approach was to not do anything that would make ships incompatible with canon - just maybe not make much sense.
If missiles turn out far too weak, maybe we'll just tune down AMS a little.
"Increased missile range +360km" or "Faster recharge in friendly territory" (providing an indeterminate, GM-decided increase in strategic mobility) sound workable, though - standardised effects that can be easily listed in a spreadsheet, and thus, not forgotten. Of course, "capital missiles have +1 health" would actually be a powerful ability, and is hopefully still simple enough.
Armoured installations sound very useful, but that should only work on drive-by attacks. A case like FS vs. TC, where one side has days to pound existing infrastructure into dust, would be unlikely to be affected. Though that allows something else - hidden yards.  ^-^

Actually, if I wanted to buy a CC ship, I would never be able to refit it, would I?
Edit2: Damn, I had to take a break from writing my fluff earlier to do some work for university and bureaucracy, and I lost all my steam for writing. Or maybe I just didn't have more and used it all up. Who knows.
Title: Re: Warship Race Redux
Post by: Jester Motley on 12 May 2020, 17:27:12
FedSuns Admiralty position regarding opportunistic actions this turn-

Given the past's operational tempo, the FedSun Navy has been having a rebuilding year or ten.  Building material to replace losses, refitting older vessels to modern standards, and honing the skills and doctrine needed to handle the new technology rolling out of the AFFS laboratories.  It is the advised position of the Admirality that the AFFS should use this time wisely to refresh, rearm, and build up.

That said, young men often feel the need to fill the larger than life shadows left by great men who were also their father.  As such Case: Acts Green, Acts Red, and Case: Acts Nightmare cover FS plans for fleet actions in non-total warfare conditions with CC, DC, and THN respectively. 

For Red and Green, if the FS finds an opportunity to engage a weakened enemy, but in less than a total-war scenario, Light to heavy deep-field raiding is recommended, with short (1-2 hops deep max) and few in number land-grabs to be taken.  In the event the CC or DC engage or are engaged with the THN, raids targeting yards are highest priority, with merchant, infrastructure, and industry secondary.  All other targets are tertiary.

There are no recommended actions for Case: Acts Nightmare in a non-total warfare situation.  Any short-term gains would be quickly removed either by force, or diplomatic threat of force.  Even in the unlikely case of a House power delivering a stupendous blow to the naval power, the depth of defenses and the ability of the Hedgehogs to rebuild fleet forces 3 to 4 times the FS entire sailing tonnage, means anything short of desperation or the ability to take, and hold, Terra against a vastly superior navy, would be suicide.  (Case: Acts Nightmare does note that a full blitz raid enforce on a sufficiently weakened THN navy could knock out enough infrastructure to keep the THN for responding in force for several decades.  This, however, requires stripping our borders completely, even more than the Taurian Campaign.)

(CC, DC, Raiding, sure.  It IS what the Terriers and Rapiers were built for.  more than that, not willingly, but of course, the AFFS stands ready to execute its lawful orders.  Nothing recommended against the THN.)
Title: Re: Warship Race Redux
Post by: truetanker on 12 May 2020, 17:28:08
Quote
Hardened yards-  Yards are armored, or moved into/built into asteroids, allowing a maximum 1 size reduction when/if attacked, or maybe "Yard hardening I" prevents a yard from being damaged more than 1/2 its tier round up, (t2 could go t1 but not destroyed, t7 would go to t4, t1 destroyed?), and a 2nd level might prevent reduction by more than 1 tier.  I'd go with zero cost (cost was the 'research' paid) mostly to prevent book-keeping.

Ruins of Gabrial

Quote
Space Castles Jester-  Moon or asteroid fixed emplacements for space engagements.  (Canon thing done, just never seen rules for it?  though I own I might not have looked hard either)

Camelot

Now I wonder if BOTH couldn't be combined?

TT
Title: Re: Warship Race Redux
Post by: Daryk on 12 May 2020, 18:23:59
+1 for "REMEMBER THE MAINE!!!!"  :D
Title: Re: Warship Race Redux
Post by: Jester Motley on 12 May 2020, 18:24:29
I think the basic approach was to not do anything that would make ships incompatible with canon - just maybe not make much sense.
If missiles turn out far too weak, maybe we'll just tune down AMS a little.
"Increased missile range +360km" or "Faster recharge in friendly territory" (providing an indeterminate, GM-decided increase in strategic mobility) sound workable, though - standardised effects that can be easily listed in a spreadsheet, and thus, not forgotten. Of course, "capital missiles have +1 health" would actually be a powerful ability, and is hopefully still simple enough.
Armoured installations sound very useful, but that should only work on drive-by attacks. A case like FS vs. TC, where one side has days to pound existing infrastructure into dust, would be unlikely to be affected. Though that allows something else - hidden yards.  ^-^

Actually, if I wanted to buy a CC ship, I would never be able to refit it, would I?

I was spit-balling ideas, and we've done non-canon stuff so far.  Special munitions could just be noted, like "1 in 10 is a pen-aid, so 90% damage, +1 to hit" kinda bracket-fire for missiles (and that's a thought, missile spread for less damage but better to-hits...  Again, spit-balling)

*shrug* Armored installations are a complete waste of money right up until they're not.  :)

Other stuff, like "huge DS" and adv. dropships are just pure spreadsheet, but make sense, and give some more "retread" techs that are still worth while.  And things like Huge scanners could be done with having an LNCSS and a SNCSS on the TRO, but gives the effect of BigNCSS.  and a huge scanner could be 2x LNCSS.  Weird for others to see, but hey, its "redundancy."

Ruins of Gabrial

Camelot

Now I wonder if BOTH couldn't be combined?

TT

Jester, Space Castles Jester.  :)  I'm not vain, nope.  But yeah.  Though the inspiration was more in reaction to the horror of what happened to the Taurians, and how on earth could one cushion or prevent that.  Kill my ships all day long, I'm make more.  Kill my ability to make ships, and I throw peanuts at you.  :(

Camelot?  It's a silly place.  (New Avalon, camelot, castles brian, nope, nothing to see here...)
Title: Re: Warship Race Redux
Post by: kindalas on 12 May 2020, 20:08:45
The Hegemony can only expand into nations.

They will never stop being a threat.

The Archon would be advised that grabbing their very rich worlds for itself is the best way to gain power and remove a threat.

The Archon would also be advised that the LC's other neighbors will have to follow his lead or be left behind economically even if it costs the LC some border worlds that will be recaptured once the economic boost of the Hegemony's collapse is known.
Title: Re: Warship Race Redux
Post by: truetanker on 12 May 2020, 20:32:12
Wish that the TH would come to the aid of us periphery... oh wait they do, until we back stab them!

* Hey we're greedy like that... *

Marian Hegemony calls DIBS on the Terran Hegemony!

TT
 O:-)
Title: Re: Warship Race Redux
Post by: kindalas on 12 May 2020, 21:41:21
Wish that the TH would come to the aid of us periphery... oh wait they do, until we back stab them!

* Hey we're greedy like that... *

Marian Hegemony calls DIBS on the Terran Hegemony!

TT
 O:-)

In game history they did get "liberated" and "civilized" by the Hegemony.

But I think that goes back to the no room to expand problem.
Title: Re: Warship Race Redux
Post by: Intermittent_Coherence on 12 May 2020, 22:48:53
I still think the RWR has too big of a budget. It's bigger than the TC in terms of territory, yes, but there's no indication in canon that this translated into a better developed infrastructure. The opposite in fact. Since the Amarises are selfish ****** who don't give much of a piss about the average joe citizen, while the TC invested heavily in a better educated populace.
Title: Re: Warship Race Redux
Post by: marcussmythe on 12 May 2020, 23:15:04
I still think the RWR has too big of a budget. It's bigger than the TC in terms of territory, yes, but there's no indication in canon that this translated into a better developed infrastructure. The opposite in fact. Since the Amarises are selfish ****** who don't give much of a piss about the average joe citizen, while the TC invested heavily in a better educated populace.

First, thanks for moving the conversation here.

As to the relative power of the TC as opposed to the RWR, my underlying rationales were largely as follows:

1.)  The RWR is about a century older than the TC, allowing more time for economic growth.

2.)  The RWR was significantly greater in territorial extent, both on the older maps I could find and at its height.  Territory doesnt map  1:1 to economic power, of course, look at the Hegemony!  But its not a bad starting place.

3.)  By 2750, the RWR had the economic power to be a springboard for the Coup.  While never quite matching the big 5, it always seemed to me to come the closest to doing so.  (Followed directly and fairly closely by the TC, which seemed to usually be the strongest of the periphery powers after the RWR is wrecked in the secession wars)

Anyway, thats my reasoning.  I certainly bear the TC no animus nor the FS any particular love - but the GMs (to peek behind the curtain) dont choose who goes to war with who.  Its a random function, weighted for war weariness/eagerness, leader personality and competence, and likely targets.  The current TC leadership is suuuper warlike, and their decision to grab something cheap for political gain is a pretty normal calculus, especially for societies in BATTLEtech. 

Frankly, the FS overresponse surprised me when I first reasoned it out, but I think it fits here - the FS is by hull count the weakest of the 5 houses, so (like any power in a weak position) they need to appear -strong-.  Thus their great expedition into TC space - which ironically leaves them -weaker- against their real foes, their peer houses. And they didnt even seize any TC worlds, because (as I reasoned it) they wanted to maintain moral high ground for political purposes, and also because they simply cant afford to be tied up over the TC a long time.  History in the BTU proves that attempting to conquer and hold the Concordat is noones idea of a good time, thus the ‘Blow stuff up and go home’

Now, I do have a bit of a man-crush on the character I invented for Reynard Davion, but hes dead now, and I dont think I had my thumb much on the scales there.  Maybe, Im human, but I dont -think- so.

If I got accused of favoring anyone, I figured it would be one of the two NPC factions I run turns for - either the Hegemony (more money than god!) or CC (because I made them only slightly weaker than the other 4, and have been managing them super carefully)

I honestly may be guilty of internally favoring the CC right now, but thats why my co-gm smell tests anything I do, and vice versa.  And why we do so much based on math and RNJeebus.

RE:  RWR and Amaris - As I recall, the Amaris family doesnt take over the RWR until... sometime in the 2400s?  And that particular nest of vipers may well and truly be butterflied away by this point.

TLDR - I dont have favorites, at least not that Im aware of.  And Id not cry too much for the TCN.  They had a shit turn, but everyone will have them, and I found a spare navy lying around for them, to boot.
Title: Re: Warship Race Redux
Post by: Jester Motley on 12 May 2020, 23:35:48
nor the FS any particular love

Just to point out, economically speaking, the FS lost nearly 40B in assets and repair bills this last turn.  Admittedly a FAR cry from the TC's 210B (wow...) but compared to all the players and great houses of the landsr... Major Houses, FS is actually, cumulatively, in dead last for money.  Mind you, I'm not crying, as the -potential- cash budget is decent, but with the sustained losses the last 2 turns (65B rounding up) hurts.  And that doesn't include the increased costs a higher budget has on tech, when you don't actually GET the higher budget cause losses.

I'm shocked at the turn of events (and hey, I'm not looking a gift horse and all), I can show, in numbers, that the FS is NOT getting any love here.  The next "highest" losses are the DC, at 32B rounding up.  Thought they're in first place for net and cumulative budgets...

For the record, I am not complaining.  Kinda hard to cry "but... I'm in last place!" when you kick someones ass THAT hard... :)  But its not all love and roses here in the great and glorious "I win cause I'm awesome and my shit doesn't stink" House Davion.
Title: Re: Warship Race Redux
Post by: Jester Motley on 12 May 2020, 23:45:11
I'm thinking about starting a TRO for this game.

If I can get things organized are you guys interested in letting me use your designs?

And if I get organized are you guys interested in expanding your fleet fluff to to TRO levels?

There are a bunch of IFs in these questions.

My designs are essentially open source, give me credit somewhere in the TRO, and link back to the forum if possible.  Otherwise, have at them.  If you want fluff and none already exists, pm me, I'll get something out for it. 
Title: Re: Warship Race Redux
Post by: VensersRevenge on 13 May 2020, 00:19:14
How much of a debt are we allowed to go into in a turn?
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 04:33:59
How much of a debt are we allowed to go into in a turn?

There isnt a bright line.

My gut ‘sense of things’ is that it will depend on how much trouble you are in (The Taurian Admiralty can justify a lot more debt spending than the Capellan Confederation), how strong central authority is (the FWLN probably has more leeway to overrun its budget than the DCN) how long youve been carrying it, etc.

For a one turn thing, you would guess you can probably get away with a 5-10% overrun pretty safely.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 May 2020, 04:37:52

Anyway, thats my reasoning.  I certainly bear the TC no animus nor the FS any particular love - but the GMs (to peek behind the curtain) dont choose who goes to war with who.  Its a random function, weighted for war weariness/eagerness, leader personality and competence, and likely targets.  T
Nooo, don't let the magic smoke out!  :'(

Quote
RE:  RWR and Amaris - As I recall, the Amaris family doesnt take over the RWR until... sometime in the 2400s?  And that particular nest of vipers may well and truly be butterflied away by this point.
Yup. No Amaris to see here.
I'd say the RWR is relatively poor and irrelevant now, but they will be expanding quickly. I mean, look at finmark province - that system isn't even inhabited yet, and what, 150+ LY away from their territory? Will be a significant yard system. That said, they did come from a history of piracy and slavery, which are, short term, rather profitable enterprises.
And we generally give small navies a higher budget, I think, for balancing. Just look at Rasalhague.^^ So, we have to assume that the RWR will get relatively poor returns on territorial growth.
Well, I assume a third of the DC worlds is still uninhabited.
Title: Re: Warship Race Redux
Post by: Intermittent_Coherence on 13 May 2020, 05:27:40
First, thanks for moving the conversation here.

As to the relative power of the TC as opposed to the RWR, my underlying rationales were largely as follows:

1.)  The RWR is about a century older than the TC, allowing more time for economic growth.
I had not considered that part, TBH. Still, the Calderon expedition had in fact been steadily expanding even before the Concordat's official founding in 2335, having been in there since the 2250's. By comparison the RWR's founder immediately announced its founding upon arrival in 2250 when his fledgling republic had barely more than a basic settlement and a pirate fleet to its name.
2.)  The RWR was significantly greater in territorial extent, both on the older maps I could find and at its height.  Territory doesnt map  1:1 to economic power, of course, look at the Hegemony!  But its not a bad starting place.
The real kicker is whether the central government is invested in developing these worlds and the people living in them, and historically, the Amarises weren't up until the post-Reunification War which will be discussed in a bit. By comparison, the TC has always put a premium on educating its people.
3.)  By 2750, the RWR had the economic power to be a springboard for the Coup.  While never quite matching the big 5, it always seemed to me to come the closest to doing so.  (Followed directly and fairly closely by the TC, which seemed to usually be the strongest of the periphery powers after the RWR is wrecked in the secession wars)
The Coup was implied to be a long range plan hatched not long after the Reunification Wars when the Amarises, spiteful bastards that they were, thought themselves unfairly treated by the Star League they had sworn allegiance to(and suffered through the ignominy of a coup d'etat for). What's more, the secret armies were built up on funds embezzled through Stefan's friendship with Richard. Much of it was actually built by TH companies before being shuffled through several cutouts and funneled into the secret armies. Very few of it was actually built by RWR companies. An industrial powerhouse, the RWR was never made out to be.
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 06:09:09
Those are some arguments for juggling the numbers if I ever run another one of these.  In the meantime, I’d just chant ‘AU’ and ‘Fasanomics’ until the cognitive dissonance declines.

As someone who never lost an opportunity to lambast the BTU writers for Getting It Wrong, it is educational to find myself on the other side of the shelling. :)
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 08:19:32
A note on maintenance.

As we are starting to see people cut their maintenance budget by at least small amounts to allow for further construction, I figured I would take the opportunity to give you a general ballpark of how it works.

The normal Maintenance Value, 1/2 of the build cost over ten years, is taken as the default because that is the most efficient level of maintenance/training/cannon-ball polishing for the effect you get out of it.

For every 10% less than the 'normal' amount, the unit will suffer a roughly 20% reduction in combat utility, trending to a net value around 0 effectiveness at 50% of normal maintenance paid. (actually higher, but they might also MUTINY or switch sides when the shooting starts, so lets call it 'zero')

For every 10% more than the normal amount paid, the unit will be roughly 5% more valuable in combat, to a limit of about 200% of full maintenance being paid in exchange for functioning at 150% effectiveness.  Thus, if you were willing to DOUBLE what you are paying in maintenance, you can train your crews so hard that 2 ships would be roughly a match for 3.

You will notice that both sides of the equation are on average losing propositions, with the money saved/money spent not being equal to the combat power lost/gained.  This is by intention, as normal maintenance is should be normal.

Still, it does let you slack off maintenance for a turn or two to help finish a set of builds, or if you've run your books in the red a while and want to get it paid off before the national leader orders your favorite Dreadnought sent to the scrapyards to cover the difference.  In the alternate, it lets you blow a ton of money to make your fleet punch well above its weight, which may be handy if you have a sense that a Big War is coming - but one elite ship is still going to be less powerful in combat than two merely average ones. 

(As an aside, such training would also have an effect on things like high risk jumps, sensor performance, ability to react to unexpected situations, yadda - but those are harder to codify in numbers and are less likely to come up.  Still, there might be some value in picking a ship or two, paying the huge bill, and having them be prize/advertising/flag units, used for important missions like traveling through time to save whales to save your capital)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 May 2020, 08:36:56
Bah, my capital never had whales. Get those space hippies of my planet, and stop stealing scientists.
Though, as someone has said, better trained, better equipped troops can hold their own against their adversaries far better than linear arithmetic would indicate.
The diminishing returns, I believe, lie in how often that works - a small elite force can hit the enemy where it hurts. the next two will just hit the first one's hands.  xp
Now, the question is: Will reducing the base maintenance also reduce how much extra you have to spend to increase performance on those ships? Or is that a static?
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 09:59:22
Bah, my capital never had whales. Get those space hippies of my planet, and stop stealing scientists.
Though, as someone has said, better trained, better equipped troops can hold their own against their adversaries far better than linear arithmetic would indicate.
The diminishing returns, I believe, lie in how often that works - a small elite force can hit the enemy where it hurts. the next two will just hit the first one's hands.  xp
Now, the question is: Will reducing the base maintenance also reduce how much extra you have to spend to increase performance on those ships? Or is that a static?

If we end up adopting a tech tree, that has techs that lower maintenance cost, I envision those numbers would be relative to that lower value.

That said, we do not have an agreement on the new tech tree (though I am happy with it, it appears others are not, and I've not checked with Smegish yet) so we dont know what it would look like if implemented.
Title: Re: Warship Race Redux
Post by: kindalas on 13 May 2020, 10:13:30
That said, we do not have an agreement on the new tech tree (though I am happy with it, it appears others are not, and I've not checked with Smegish yet) so we dont know what it would look like if implemented.

My only issue with the tech tree is that we have blank spots.

As much as I want to think that this game will last long enough to buy 50 tech upgrades in each category I can't assume that it will.
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 10:16:38
My only issue with the tech tree is that we have blank spots.

As much as I want to think that this game will last long enough to buy 50 tech upgrades in each category I can't assume that it will.

Well, thats the thing.  You can have fast tech progress and a better chance of seeing the toys that come later, or you can have slow tech progress that mirrors BT history, and less chance of doing so.

Thats.. kinda all the choices there are.  Fast or slow.

I mean, I suppose we could talk about making each turn 30 or 50 years?  But... that just doesnt feel right.  10 seems about as long as I can see without it feeling like you are totally disconnected from evens.
Title: Re: Warship Race Redux
Post by: kindalas on 13 May 2020, 11:47:17
I'm a fan of going full on AU with only tangential links to what happened in cannon.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 May 2020, 12:28:58
I took the time to also make a version. Just because that seems to be the hot new thing.  :thumbsup:
https://docs.google.com/spreadsheets/d/1kjFupQ_eEGwP91QCkePKO5D2D74B3gs_0C587TW_mZk/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1kjFupQ_eEGwP91QCkePKO5D2D74B3gs_0C587TW_mZk/edit?usp=sharing)
Well, I'm fine with whatever.

hmm. Could use blank spots as "take a break, get it free/very cheap", or pay to power through and research now. Fast progress would incur a cost.
Alternatively, have blank lines that you'll have to research once each, with your research slot from whatever column you currently need the least.
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 12:56:45
I took the time to also make a version. Just because that seems to be the hot new thing.  :thumbsup:
https://docs.google.com/spreadsheets/d/1kjFupQ_eEGwP91QCkePKO5D2D74B3gs_0C587TW_mZk/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1kjFupQ_eEGwP91QCkePKO5D2D74B3gs_0C587TW_mZk/edit?usp=sharing)
Well, I'm fine with whatever.

hmm. Could use blank spots as "take a break, get it free/very cheap", or pay to power through and research now. Fast progress would incur a cost.
Alternatively, have blank lines that you'll have to research once each, with your research slot from whatever column you currently need the least.

Hmm.  Interesting.  Would need details on what all the new techs do.  Maybe fill them in below and hyperlink them, just because there are so many.

I'm concerned that it may be too long?   I know someone wants his Jump Capable (IE, useful) Caspers before summer of 2021...  And I might keep the research rules simpler.

As for the 20:1 conversion.. the intent of the subcap and other techs was to make that unnecessary, for purposes of keeping dropships in the game.  If your planning on giving 20:1 to fighters...  I really feel that would take us back to carriers becoming the only warship.

Beyond that, while Id like to see details on what you think everything does, and maybe look at Jester's version for ideas (or vice versa!), but its not a bad start.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 13 May 2020, 12:59:00
There isnt a bright line.

My gut ‘sense of things’ is that it will depend on how much trouble you are in (The Taurian Admiralty can justify a lot more debt spending than the Capellan Confederation), how strong central authority is (the FWLN probably has more leeway to overrun its budget than the DCN) how long youve been carrying it, etc.

For a one turn thing, you would guess you can probably get away with a 5-10% overrun pretty safely.
Great. My turn should be up in a few hours then.
Title: Re: Warship Race Redux
Post by: Intermittent_Coherence on 13 May 2020, 13:42:10
Those are some arguments for juggling the numbers if I ever run another one of these.  In the meantime, I’d just chant ‘AU’ and ‘Fasanomics’ until the cognitive dissonance declines.

As someone who never lost an opportunity to lambast the BTU writers for Getting It Wrong, it is educational to find myself on the other side of the shelling. :)
Or I dunno... Have the TC realign its spending priorities in the wake of the disaster to at least put the budget on parity with the RWR.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 May 2020, 13:56:22
Hmm.  Interesting.  Would need details on what all the new techs do.  Maybe fill them in below and hyperlink them, just because there are so many.

I'm concerned that it may be too long?   I know someone wants his Jump Capable (IE, useful) Caspers before summer of 2021...  And I might keep the research rules simpler.

Beyond that, while Id like to see details on what you think everything does, and maybe look at Jester's version for ideas (or vice versa!), but its not a bad start.
Oh, I'm aware that's a lot. Which was unexpected, because I set out to just add 2 levels of "improve weapon X", so we could have something to research that would differentiate the realms.
The idea was that those were very generic, to be fluffed by the player buying them, so it would be easy to keep track of them, just having a list with 5 numbers for each player.
I marked most of them with mouse-over commentary.
Then I started adding all the remaining things I could think of that didn't have unlocks, and then I checked one on Sarna and found more.  ;D You know, classic run-away.
Trying to keep it palatable for the GM was also the reason I made descriptions like "5% better" or "evades first shot". I actually took a look at Jesters approach, and found it to be quite humorous.  :thumbsup: If I understood him correctly, his approach was basically to add fluff to the empty spaces.

As for the time it takes to get to X... that is indeed a conundrum. :-\ If we go too fast, we might get too many rapid changes, and if the game lasts long enough, we run out of techs.
If we go too slow, we won't see half of it. Not being a GM, I obviously don't know how close you two are to burnout, which is the biggest factor in these calculations.
An option would be to split the tech tree into 4 trees, but limit our progress to 2-3 a turn, thereby allowing players to advance very quickly in the specific area they covet.
Edit: We have at least 2 turns to think about it before it actually makes a difference, I reckon.

Quote
As for the 20:1 conversion.. the intent of the subcap and other techs was to make that unnecessary, for purposes of keeping dropships in the game.  If your planning on giving 20:1 to fighters...  I really feel that would take us back to carriers becoming the only warship.
Ah, no. I meant except fighters vs. Capital armour. This would make base dropships at least require a full salvo to kill, and increase the viability of their base armament while giving Warships a reason to mount standard scale weapons, as opposed to just NL/35s or later SCLs.
Again, if you calculate dropships as just "% of warship tonnage", then roll dice against each other, what scale we use is irrelevant.  ;)
Actually, what does a shielded RCS do?
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 14:02:51
My recollection is that the 'Shielded' RCS is a Robot Control System that doesnt get casually turned off because a Guardian ECM unit wandered nearby.  IE 'Actually Useable RCS'.

Edit:  Mouseovers are not working for me.  Is there a button I need to hit?

Edit Edit:  Im feeling zero burnout now, lots of bouncy enthusiasm, lots of eagerness to see what people do and how it all spins into madness.  That said, burnout tends to come out of the blue for me, like hitting a wall.

Edit Edit Edit: If we return Droppers to 'standard' rules, then fighters would have a definite role - murdering PWS in job lots. 

So, and its just a thought... we should if we are smart get a player or two to volunteer to be on standby if the GM(s) crash.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 May 2020, 14:29:54
I've updated the permissions to make comments visible.
https://docs.google.com/spreadsheets/d/1kjFupQ_eEGwP91QCkePKO5D2D74B3gs_0C587TW_mZk/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1kjFupQ_eEGwP91QCkePKO5D2D74B3gs_0C587TW_mZk/edit?usp=sharing)

I'm trying to think of a way to have a variable tech speed... got nothing, though.
We could play with blanks and how they interact, though. They could just be a cost increase that you can "research away".
They could be a regular tech you have to pay for that does nothing.
They could be a single bar you have to research once to be gone, or one "tech" per column to individually overcome.
They could have a discount, or not - and if they do, is it based on people over it, or based on how many of the previous techs you had?
They could also just disappear after a set amount of turns, to be manipulated by the GMs as they see fit.
Title: Re: Warship Race Redux
Post by: kindalas on 13 May 2020, 14:44:07
Or I dunno... Have the TC realign its spending priorities in the wake of the disaster to at least put the budget on parity with the RWR.

The FS should just finish the TC off.

I'm sure the CC would lend a hand.

And then we wouldn't have to worry about them.
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 14:45:05
Regarding the TC:  I think for purposes of this thread, further discussion of the original timeline Taurian Concordat is off topic.  This version is what it is and are where they are, and there is fertile ground for discussion in the realm of 'what should they do from here?'

If I were playing the TC, I would be buying spare warships until I can get my yards back in shape, and probably doing my new yards all at one world, as far as possible from the FedSuns, and then covered with a significant budget fraction in fixed defenses.  Or in the alternate, I might throw class 2 yards (which are, relatively speaking, inexpensive - the biggest cost savings is the jump from 250kt to 500 kt) down all OVER the place, both providing easy support and sustainment, a strong industrial base, and also making them very hard to attack.

On the other hand, I might introduce my favorite offspring to the most eligible offspring of the leaders of the UHC and arrange a lot of time for them to be alone together.



On the subject of the tech tree:

That looks interesting.  Nothing I am violently opposed to.  I think the placement of ‘Standard Battlemechs’ -after- some advanced tech weaponry is a bit odd, but then Primitive Equipment never much interested me as a player and Im not at all clear on when 'Standard' Equipment replaced Primitive.

That said, in an endeavour like this the default position is and must be ‘dont change the rules without a compelling reason’.  Last game saw some serious rules change whiplash, and that hurt it, so lets give everyone some time to chime in before this gets chased any further.

Similarly with Pocket Warships/Combat Droppers vs Warships.  If everyone wants Castrums to Be A Thing, we could discuss changing the PWS rules to let them Be A Thing.  At the same time, I will remain uncomfortable with the idea of a Leopard surviving an HNPPC to the face, due to the whole ‘gun weighs nearly as much as ship’ issue.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 13 May 2020, 15:26:47
My turn is up.

In regards to pocket Warships, I would like for them to exist, although I acknowledge my focus on dropship collars on my Marik's combined with large jumpship fleet means that it gives me an advantage that might unbalance making those decisions as opposed to a pure combat focus.

Finally, I have been wanting to write up a short description of the most important admirals in my fleet, to hep give you guys an idea how they are likely to jump and add to the divided nature of the League, but I'm not sure if I should post it here, in the In Character thread, or in a new thread. Where would you guys want me to put it?
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 15:29:14
Huge favor to ask of everyone.  Can you please post at least ending unit totals for all classes and types for your turn?  If all you post is what was built, without starting or ending, I can lose my place very easily when updating the spreadsheet and I end up having to, in some cases, go back to your Turn 1 and do every. single. turns. construction. to figure out if Im starting in the right spot.


My turn is up.

In regards to pocket Warships, I would like for them to exist, although I acknowledge my focus on dropship collars on my Marik's combined with large jumpship fleet means that it gives me an advantage that might unbalance making those decisions as opposed to a pure combat focus.

Finally, I have been wanting to write up a short description of the most important admirals in my fleet, to hep give you guys an idea how they are likely to jump and add to the divided nature of the League, but I'm not sure if I should post it here, in the In Character thread, or in a new thread. Where would you guys want me to put it?

My thought is it goes in the 'In Character' thread along with your turn, until or unless we start writing a TRO, and that sounds like an awesome idea.  Interviews?  Speeches?  Biography/Schoolbooks from the Naval School?  Lots of cool ways to unpack that.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 13 May 2020, 15:39:15
I was thinking textbook style, but having a brief speech to establish their character sounds like a good idea too.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 May 2020, 16:35:23
That said, in an endeavour like this the default position is and must be ‘dont change the rules without a compelling reason’.  Last game saw some serious rules change whiplash, and that hurt it, so lets give everyone some time to chime in before this gets chased any further.
...  At the same time, I will remain uncomfortable with the idea of a Leopard surviving an HNPPC to the face, due to the whole ‘gun weighs nearly as much as ship’ issue.
Absolutely. Never change a running system, they say. Well, it must've been right once.  ;)
Reason really I'd go for a bunch of upgrades to turn dropships into a combat force; it means it hasn't happened yet, and won't for a few turns, so it is no sudden change.
I would like pocket warships to be a thing, but, in line with the historic idea of a warship race, I am not aiming at CBT equivalency, and more at the 19th century force mix with torpedo boats/destroyers as a fleet screen/coastal defense.
...
That is actually the motivation for me suggesting 20/1 base.^^ Even a medium NPPC would have sufficient power to wipe the leopard off the charts. An Isegrimm or Taihou, however, would take more to remove.

But let's shelve this for now, for we have two weeks time to come to a decision, and that decision may very well be "We'll decide in two weeks".  ;D

I will endeavour to finish my turn before the weekend, and will include final numbers for my ships. The pre-turn numbers are effectively in the maintenance listing.
Should I just update them directly in the spreadsheet, too?

You sure put some effort in, Venser. :thumbsup: Trying to make the FWL look as loony as possible?
Title: Re: Warship Race Redux
Post by: VensersRevenge on 13 May 2020, 17:00:41

You sure put some effort in, Venser. :thumbsup: Trying to make the FWL look as loony as possible?
What did I do this turn that is so loony? And you haven't seen anything yet, my admirals that will be competeing to replace Michaels once he retires/dies are going to be interesting characters with some interesting ideas.
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 17:04:18
Absolutely. Never change a running system, they say. Well, it must've been right once.  ;)
Reason really I'd go for a bunch of upgrades to turn dropships into a combat force; it means it hasn't happened yet, and won't for a few turns, so it is no sudden change.
I would like pocket warships to be a thing, but, in line with the historic idea of a warship race, I am not aiming at CBT equivalency, and more at the 19th century force mix with torpedo boats/destroyers as a fleet screen/coastal defense.
...
That is actually the motivation for me suggesting 20/1 base.^^ Even a medium NPPC would have sufficient power to wipe the leopard off the charts. An Isegrimm or Taihou, however, would take more to remove.

But let's shelve this for now, for we have two weeks time to come to a decision, and that decision may very well be "We'll decide in two weeks".  ;D

I will endeavour to finish my turn before the weekend, and will include final numbers for my ships. The pre-turn numbers are effectively in the maintenance listing.
Should I just update them directly in the spreadsheet, too?

You sure put some effort in, Venser. :thumbsup: Trying to make the FWL look as loony as possible?

If you still have spreadsheet access (I dont remember who all does), its because Smegish (keeper of the sheet) wants you to, so please, feel free, and/or feel free to double check me.

Once you are done, I think were just missing PoR and FS.  Fast turnaround this time!  That said, 2 weeks is the default, so PoR and FS shouldnt feel rushed.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 May 2020, 17:56:28
I have updated my page of the spreadsheet( :o holy crap, they are all different) with the available data.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 13 May 2020, 18:04:20
Man if I knew i could go like waaaaaaaaaaaaaay over my budget I would have had the corrupt Admiral in charge for Decades lol

I have not kept up with the tech comments.....at all.... I should be caught up on all the changes... eventually lol
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 18:09:09
Man if I knew i could go like waaaaaaaaaaaaaay over my budget I would have had the corrupt Admiral in charge for Decades lol

I have not kept up with the tech comments.....at all.... I should be caught up on all the changes... eventually lol

Im not saying 'way over'.  Im saying '5 or 10% or so is probably okay, debt carries over, dont keep it up too long* or bad things** will happen.

*You arent sure how long this is.  Find out!
** You arent sure what this means.  Find out!

In general, the idea of deficit spending is as an emergency Oh-Crap button to keep people in the game and competitive if they are in trouble - NOT to turn into a permanent debt-financed chunk of extra income.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 13 May 2020, 18:15:38
And I planned my next turn to pay off all the debt as long as nothing goes really wrong.

EDIT: I have added the personalities to my turn.
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 May 2020, 19:29:16
And I planned my next turn to pay off all the debt as long as nothing goes really wrong.

EDIT: I have added the personalities to my turn.

I love this thing.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 14 May 2020, 08:01:46
So, I heard there were ships around I could buy?  O:-)
Title: Re: Warship Race Redux
Post by: Smegish on 14 May 2020, 08:16:54
The Crappies are selling off their older stuff. The taurians would snatch all of it up, but I figured I should let the players get a look in at least. :P
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 May 2020, 09:54:49
So, I heard there were ships around I could buy?  O:-)

The CC is liquidating its stockpile of 6 Yang Wei Blk II and 12 Bizhou Blk II Hulls at respectively 5B and 2.5B per, thus 60B for the whole lot, to make way for new construction.

Taurian Concordat will buy whatever everyone else doesn't, (which is why I was able to do the CC turn already - their sold, its just a matter of to whom), BUT it was decided that player powers should 'get dibs' over NPCs, so if anyone wants them and wants to edit their turn shortly to pick them up, feel free.

I figure the most likely buyers are the periphery powers, as especially the class 3 ships are attractive when you dont have yards that size

Just let us know ASAP so Smegish can juggle the Concordat turn.

PS:  Offer not open to TH, FWL, or FS.  Like you would trust anything the CC sold you, anyway.
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 May 2020, 10:03:02
Also:  The gentle reader should remember that CC, TC, UHC, RWR are available to take over by Players. 

Im going to give Hairbear another turn to catch back up if he wants to keep the Palatinate.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 14 May 2020, 10:22:28
Well, I thought about buying one of them ...cruiser... destroyer... whatever you call it things.
But I suppose the Taurians having them works for me just fine.  ;)
So, I'm interested in the 5B offer (one), but to be frank, if the TC needs them more, which I assume it does, I can live with it. It's nice players have the choice, but ultimately, I'll accept the CC decision to sell to whomever they prefer.
... Don't look at the Rasalhagians.
I could also buy one now and then sell it to the TC next turn at a 10% discount.
So, whatever you decide.
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 May 2020, 10:53:41
Just want 1?

That sounds like the DCNS ‘False Flag Operation’

:)

Theyll see to the TCN on those terms.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 14 May 2020, 11:32:51
Hey, it's cheaper than building a new flagship for a 4th destroyer squadron.  8)
But yeh, no worries.

Edit: A curious thing. By selling those ships now, effectively no one is paying for their maintenance.
The capellans sell them, so it's not their problem. The buyer, well, buys them, so there's a turn of no maintenance.  :D
Though if there was, it'd make more sense to just build your own ships.

edit2: If I build a proprietary jump ship design, where do I put it? Above, with small craft and, well, jump ships, or below, with my military capital units?
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 14 May 2020, 12:00:23
Considering redesigning my entire turn to pick up all of them;) 18 vessels .... maybe scrap them next turn maybe keep them.... My turn might be pushed back. I’ll let you know by Friday if I’m buying something

Edit: Sorry 17 ;)
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 May 2020, 12:12:02
Hey, it's cheaper than building a new flagship for a 4th destroyer squadron.  8)
But yeh, no worries.

Edit: A curious thing. By selling those ships now, effectively no one is paying for their maintenance.
The capellans sell them, so it's not their problem. The buyer, well, buys them, so there's a turn of no maintenance.  :D
Though if there was, it'd make more sense to just build your own ships.

edit2: If I build a proprietary jump ship design, where do I put it? Above, with small craft and, well, jump ships, or below, with my military capital units?

1.)  Yeah, Im not 100% comfortable with 'noone pays maintenance'.  Of course, were it otherwise, noone would sell ships, and noone would buy ships.   I suppose the real, real answer is that you should have to pay maintenance on ships the turn you buy them - but I want very very much to encourage rapid regrowth after destruction!

I think we leave it alone for now and handwave.  Lets just take as given that if people start gaming that no maintenance bit, there will be repercussions - ships getting lost in transit, disgruntled former crewmen leaving fusion-containment-failure surprises, nations in the line of advance 'seizing' them, or the like.

2.)  I and others have been putting Custom/Armed Jumpers with the Warships and Stations.  Once its custom, its not generic. :)

3.)  If Rasalhague wants the ships, just let us know what and how many as soon as you can, so Smegish (who handles TC) knows what hes doing.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 14 May 2020, 12:28:35
Yeah currently at work and I don’t have my sheet of things for this turn: but once I get home I’ll work some math out and see if it’s better than my current turn ideas and worthwhile. Like I said should be less than a day to let you know.

Already committed to buying some things and I won’t back out of those commitments so I have to see if the rest of my turn is worth giving up for this ‘crazy’ idea.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 14 May 2020, 12:52:14
Don't steal everything from the TC. They need those.  :(
I think we leave it alone for now and handwave.  Lets just take as given that if people start gaming that no maintenance bit, there will be repercussions - ships getting lost in transit, disgruntled former crewmen leaving fusion-containment-failure surprises, nations in the line of advance 'seizing' them, or the like.
I wouldn't know what to do about it, either. That's the "don't change the rules in the middle of the game" bit. Same with the too cheap yards.
Personally, I'd reduce maintenance to around 40%, reduce budgets a little, and if a navy is thoroughly beaten, there's some "emergency funding" to get them back up again. Then if you want to use ships built that turn (or bought) immediately, you'd have to pay 10% extra - after all, if they spend most of the decade in transit, they are essentially mothballed for the purpose of the game.

I suppose you could just sell them for 60%, and the seller only gets 40?

Quote
I and others have been putting Custom/Armed Jumpers with the Warships and Stations.  Once its custom, its not generic.
Ah, good point. That makes sense.

Edit:You know, I just sifted through Sarna a bit; The Taurian Concordat was actually the second non-Hegemony state after the Federated Suns to produce a Warship.
Title: Re: Warship Race Redux
Post by: kindalas on 14 May 2020, 23:04:15
I might not get fluff up until monday.

If all of the other turns get up before then I drop some point form things to help guide the GMs.

But hopefully I can get some writing time tomorrow.
Title: Re: Warship Race Redux
Post by: marcussmythe on 14 May 2020, 23:29:32
Well, in -theory- turn is scheduled to process every 2 weeks.  Yall just came charging out of the gate.  That said, when we have solid numbers for everyone, we start cooking.  (i lie.  We start cooking the parts we can as soon as we can)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 15 May 2020, 04:21:11
No one's stopping you from releasing a turn mid-week.
That said, we did indeed agree on biweekly turns, no one should feel bad for taking longer than 1 (do it anyways ;)).
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 15 May 2020, 12:44:00
Send you my very too long message Smegish an Marcus. Enjoy the read ;D
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 16 May 2020, 12:08:56
Given that the Cappies apparently deem me untrustworthy and prefer to sell to my enemies, I have finalised my turn with some extra Fubuki class ships. Added an xlsx I use to do my turns as their were some formatting problems and I'm not sure I got everything correctly.
I have also added some totals calculations to the DC page of our shared google spreadsheet. If wanted, I could extend that to the other major factions.
Title: Re: Warship Race Redux
Post by: marcussmythe on 16 May 2020, 12:41:00
That said, we dont know its going to the PoR - He has dibs, but hasnt posted his turn yet so its still up in the air.

Ideally, people would be posting turns ‘blind’, but Im not sweating it for now.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 16 May 2020, 13:05:37
Well, who they sell to is really of secondary importance to me. As long as I don't get anything, no point to earmark the money. Did enough of that, anyways.
Title: Re: Warship Race Redux
Post by: truetanker on 16 May 2020, 16:31:15
TT is out till the 6th of next month, sorry...

Marcus? Can you auto me till then?

Thanks,
TT
Title: Re: Warship Race Redux
Post by: Jester Motley on 16 May 2020, 22:49:30
I spent some time writing some tool spreadsheets for everyone to use if they want.  The following, among other things, has a sortable ship list of everyone's ships, including Heavy Weapons broken out, and the damage capability of each ship calculated out.  Some assumptions are made here and there, but this'll give you a good idea of ship stats/numbers at a glance, and more importantly, the ability to compare ships, and fleets of ships.

https://docs.google.com/spreadsheets/d/1b4ww_b1zxDZJssrt_p44f8GD8ydapcyrNShqCymzcaQ/edit?usp=sharing


Break down of the tool sheets:
Warships tab:  Lists all ships.  I had to hand add heavy weapons at this point, cause breaking out a text string that everyone does differently with excel/sheets tools sucks ass.  If we adjust the turn sheet so that heavy weapons are broken out and listed individually (the way I do here, or any other way that I can parse, please?!) I can automate this section too.
Budget worksheet:  Just different ways to look at current budgets, winfalls, losses, and see how everyone compares.
Combat Wombat:  GM tool for building a fleet of a house and an ally, against another house and ally, and then comparing the various stats the fleets have combined.
Combat EQ:  GM tool for computing the Lanchester equations for the fleets built on wombat.  Continuous fire and Salvo fire should be handled here.  To add:  Tables for the 4 combat types (max flee, max close, contested close, circling range) and @range Lanchesters.
House Forces-  Work in progress, but an attempt to gather on one page all the various house forces, and the various comparisons for those (like collars to DS ratio, etc)
Houses-  These are import tabs for the various house information from the master turn list.


Todo's include a turn worksheet that will "pretty print" out everything in a form that the forums will accept and looks good (tables aligned!!!!!!).  I used a version from my personal worksheet this turn, and it looked decent to me.

Anything else anyone wants to see calculated out?  There's some stuff its hard to model, but I've found nothing impossible so far.  I would like to see some pretty graphs, but I apparenlty suck with those.

Hope some of you find this useful.
Title: Re: Warship Race Redux
Post by: kindalas on 16 May 2020, 23:12:22
I spent some time.....

Hope some of you find this useful.

This is super cool.

I fixed some errors on the Heimdallr which has 16 Hv NPPCs instead of 16 NL55s.

and I didn't fix an error on the army page where I only got credit for my 3 jumpships and their 9 collars and not the 36 Big jumpships and their 360 collars.

But this is very cool and I'll check it out in detail after I get some sleep tomorrow.
Title: Re: Warship Race Redux
Post by: marcussmythe on 16 May 2020, 23:19:42
Yeah, you effectively have 120 dropships worth on 36 hulls.

I presume cheaper per collar, but with the obvious downsides if being ludicrous overkill for most applications.  How very Lyran.

Asking the Audience/Canon Divergence:  Currently, the Leader of the Commonwealth is a Marsden, not a Steiner - and without a marriage and a death that both may not occur, it may stay that way.  But is it the LC without the Steiners?

Similarly, the Capital of the LC is NOT Tharkad.  Nor the DC Luthien. Nor the CC Sian.  All those changes happened for historical reasons.  Would it bother people if they didnt happen here?
Title: Re: Warship Race Redux
Post by: kindalas on 16 May 2020, 23:31:05
Yeah, you effectively have 120 dropships worth on 36 hulls.

I presume cheaper per collar, but with the obvious downsides if being ludicrous overkill for most applications.  How very Lyran.

Asking the Audience/Canon Divergence:  Currently, the Leader of the Commonwealth is a Marsden, not a Steiner - and without a marriage and a death that both may not occur, it may stay that way.  But is it the LC without the Steiners?

Similarly, the Capital of the LC is NOT Tharkad.  Nor the DC Luthien. Nor the CC Sian.  All those changes happened for historical reasons.  Would it bother people if they didnt happen here?

As far as the Lyrans go, I was thinking of including the marriage into my Fluff and then waiting a few turns to maybe roll things over.

maybe one of the Marsden-Steiner's decides to drop the name after people find out just how horrific the Marsden Fighter is.

For the Lyrans the capitol moves after DC aggression pushes towards the current one. And if that happens it can move to Tharkad but I am in no rush for that to happen.

Title: Re: Warship Race Redux
Post by: marcussmythe on 16 May 2020, 23:34:54
Seems reasonable.  I know for me, moving the capital means  ‘this is an AU’

Changing a ruling House name means ‘This doesn’t feel like Battletech’, so odds are good the marriage happens and the name changes.
Title: Re: Warship Race Redux
Post by: Smegish on 17 May 2020, 02:45:21
That's going to take some time to wrap my head around
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 May 2020, 05:57:21
We have already reached the point where most things won't happen.
I'll illustrate for my realm.
The castle brian will not be named as such because it is the brainchild of a director general who was a diplomat in the Combine before, who did slightly different things.
Tenno Kurita would kill himself after his daughter died to Rasalhaguian terrorists - which she couldn't, now, as that's hostile territory, and why would she be there.
Luthien is a minor farming world now and will only be industrialised centuries from now. Whether that happens is anyone's guess, but it's far into the future.
Due to Nihongi not taking the reigns earlier (maybe his brother will, even?), I don't know if the von Rohrs dynasty will ever come to existence, but if they do, they will probably stay, as there's no Rasalhague resistance movement with an abducted Kuritan princess that will eventually facilitate the McAllister Rebellion.
So, chances are, there may be no House Kurita on the throne in the future.
If, on the other hand, the von Rohrs never come to power, the Combine might never try to invade the Assami worlds, and react way different to its neighboirs for the foreseeable future.

We are deep within Au territory.
The HPGs will probably also be local networks as to opposed to a centralized network with a three layer circuit based on the Hegemony. The Star League is unlikely to happen. Whether we like that, I dunno.

I spent some time writing some tool spreadsheets for everyone to use if they want.
That's very useful! Must've been work.
The speed listing looks rather confused, I have to admit.
Fyi, maybe we should list a range for every capital weapon and then do a performance curve per ship - after all, we're not using the range brackets.

edit: Primitive tech is darn expensive, is it? That's kinda.... backwards.  ^-^
Title: Re: Warship Race Redux
Post by: marcussmythe on 17 May 2020, 10:33:44
Ive wondered if it would be easier or harder to model if accuracy was a line based on range.  Say minimum of around 5% at maximum rage trending up to 90% at range 1
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 May 2020, 10:58:53
Given I don't know how exactly you model combat in the first place, I have no idea.  :P
But one would assume that works out - though it should probably not be entirely linear, assuming your math is compatible with that.
And I wouldn't necessarily set the maximum accuracy to range 1 - those guns would have trouble turning at point blank range, while the Barracudas shtick is it's giant short range bracket.
Actually could be interesting, for guns over, say, 1400 tons, to have accuracy be slightly lower in close - would allow, say, a dropship to get "under the guns", like smaller ships in the earthen naval race were able to. Ok, ok, let's not be too ambitious.  ;)

Edit: Actually, if you go for a close to linear drop in accuracy, we'd have to figure out what effect things like evasive maneuvers or screens will have. As well as ship size.
Title: Re: Warship Race Redux
Post by: Jester Motley on 17 May 2020, 12:11:30
We have already reached the point where most things won't happen.
I'll illustrate for my realm.
The castle brian will not be named as such because it is the brainchild of a director general who was a diplomat in the Combine before, who did slightly different things.
Tenno Kurita would kill himself after his daughter died to Rasalhaguian terrorists - which she couldn't, now, as that's hostile territory, and why would she be there.
Luthien is a minor farming world now and will only be industrialised centuries from now. Whether that happens is anyone's guess, but it's far into the future.

There are always ways to warp or control the story so that things happen, if not -exactly- the way they were supposed to, but still get the desired effect.  Why be in hostile territory?  Diplomacy perhaps?  Part of an envoy, one that gets attacked by terrorists?  Or part of a humanitarian effort on a Ras world hit by a massive plague.  Or died not in Ras space, but dies in a Ras Flagged privateer attack on the outskirts of DC.


That's very useful! Must've been work.
The speed listing looks rather confused, I have to admit.
Fyi, maybe we should list a range for every capital weapon and then do a performance curve per ship - after all, we're not using the range brackets.

edit: Primitive tech is darn expensive, is it? That's kinda.... backwards.  ^-^

Speed listing?  Not sure I follow what you're saying?  I can say, one issue I'm having with the sheets is that speed is actual a date format in the cell so the spreadsheet stops interpreting the slash.  If you copy that cell into a number cell (or otherwise) you get weird results (numbers like 48532).  I'd actually prefer to just list the cruise speed, and calc flank where necessary, that's way easier.  This also makes a difference for those people who list station and jumpship speeds as 0 and .1, while others list "Station" or "JS"...  1/2 my work at times is massaging all the different ways we all do the same data.


And PLEASE review your ships and make sure I got the guns right.  Until I can get those pulled auto-magically, I have to hand enter them, and I know I'm prone to making mistakes.  Just ask my wife.

I'll look into the Jumpship bit.  If anyone sees any other errors, feel free to fix the numbers, or let me know if its a formula/calculation, or outright bug, and I'll work through the issues.  Oh, and if there's some suggestions, yell as well.
Title: Re: Warship Race Redux
Post by: Daryk on 17 May 2020, 12:46:10
It's definitely simpler to just add a column for flank speed and calculate it from cruise.  The slash/date problem isn't really solvable otherwise.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 May 2020, 12:48:01
There are always ways to warp or control the story so that things happen, if not -exactly- the way they were supposed to, but still get the desired effect.
That only works to a certain extent. At some point it will begin to stretch believablility.

Yeh, it was a bit more work than I had anticipated to calculate my ships average speed.
Title: Re: Warship Race Redux
Post by: marcussmythe on 17 May 2020, 12:56:04
Whats your preferred input for speed?  Cruise only, with stations and jumpships as zero?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 May 2020, 14:19:58
It's really not that important until someone actually wants to automatically read those values. ^^
Currently trying to figure out a way to parse data from text cells - I know how to do it in excel.

Ok, we could do it with Regexmatch.
But it's really quite a pain with the different ways people write the data.
Mostly it's ##x WPN, sometimes it's just ## WPN, then there's a ##WPN.
Hard to parse. Possible, though.
Edit: I put an example of text extraction into the DC page of our Spreadsheet. I seemed to remember it was easier than that in Excel, but I'll be able to live with this.

...You know, until digging through that list I never noticed how few ship types the FWL Navy has. What are they up to?  :brew:
Title: Re: Warship Race Redux
Post by: Jester Motley on 17 May 2020, 23:23:00
It's really not that important until someone actually wants to automatically read those values. ^^
Currently trying to figure out a way to parse data from text cells - I know how to do it in excel.

Ok, We could do it with Regexmatch.
But it's really quite a pain with the different ways people write the data.
Mostly it's ##x WPN, sometimes it's just ## WPN, then there's a ##WPN.
Hard to parse. Possible, though.
Edit: I put an example of text extraction into the DC page of our Spreadsheet. I seemed to remember it was easier than that in Excel, but I'll be able to live with this.

...You know, until digging through that list I never noticed how few ship types the FWL Navy has. What are they up to?  :brew:

Yep, REGEXMATCH which I actually use a few times already, mostly parsing the sensor suites out of equipment.

It's worse.  Depending on the weapon, there's NAC/20, NAC 20, NAC20, combined with 12NAC/20... yeah, its painful.  It was faster, easier, to just do it out by hand, and I -hate- doing things by hand, it's literally my day job to automate things.  Don't get me started on trying to parse out marines.

If I have to create a complex regex, I can, but every pattern I have to match makes it that much uglier.  And even though sheets has native regex, is a simplified/reduced version.

---

The slash date format is rough.  I -might- be able to write a lookup table to convert the funky 5 digit number to a cruise, just wasn't sure it was worth the skull sweat at the moment, since I got the format right so I can xfer that data onto the warships sheet.  But honestly, its not like calcing flank is hard from cruise =ROUND(cruise*1.5) or so.  And if we want to play with it, say "closing fleet" calcs for combat EQ, then I need something I can work with.  *shrug*  I have a dropdown table already written so you can select from options for cruise, 1-10, ST, or JS. 

But, even if we set it as a text field, I can handle that.  It'll treat the fraction as text, which transfers fine, and a split on "/" should work for parsing the speeds.

---

But honestly?  At this point, the major lifting is done... if we add 5-10 ships a turn, that's still a week to get data entry done.  Even if it kills my professional heart to not automate everything, just what we have is a major help for me...  For me, seeing the numbers, and the ranges made a big difference in my views on things.
Title: Re: Warship Race Redux
Post by: marcussmythe on 17 May 2020, 23:42:42
I strongly agree with the last part.  Having a feel for exactly how big a navy is, and what its resources are, is a thing.  Its real easy to fall in love with a really awesome ship.  And it may be that awesome.  But one side has an AWS and the other has 3 bog-standard under-sinked torso-bomb MADs, well.  Yannow.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 18 May 2020, 04:39:01

It's worse.  Depending on the weapon, there's NAC/20, NAC 20, NAC20, combined with 12NAC/20... yeah, its painful.
Quite. I spent about 2 hours yesterday to wrap my head around that. Multiple lines of the stuff. Would be way easier to just have an input mask like in your spreadsheet and generate the  test from that.
Or generate it directly from the generation spreadsheet - have everyone just link those when creating ships, read only if needed, and the data could be read from there.
I mean,
Code: [Select]
2 Naval Gauss Rifle Heavy
2 Naval Gauss Rifle Medium
2 Naval Gauss Rifle Light
24 Naval AC 20
8 Capital Launcher Barracuda
8 Naval Laser 45
8 AC 10
48 Machine Gun (IS)
12 Naval Laser 55
is easily digestible.
Title: Re: Warship Race Redux
Post by: marcussmythe on 18 May 2020, 12:12:56
Would anyone find value in me marking up the maps to show capitals and shipyards?

RE:  Sheets and Inputs - Jester, if you will tell me what format you want, I'll make sure the entire master sheet shows weapons in that format.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 18 May 2020, 21:26:33
YES: 1000% yes


Also sorry gang i know most of us are good at posting early: first two weeks back to retail work and ive been dead on my feet. The turn will be up in the next 48 hours guaranteed. It'll be a riot for sure :D
Title: Re: Warship Race Redux
Post by: kindalas on 18 May 2020, 22:43:24
YES: 1000% yes


Also sorry gang i know most of us are good at posting early: first two weeks back to retail work and ive been dead on my feet. The turn will be up in the next 48 hours guaranteed. It'll be a riot for sure :D

Don't worry I've been fighting against writers block regarding my fluff. So I'm in no rush.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 19 May 2020, 04:02:58
The turn will be up in the next 48 hours guaranteed. It'll be a riot for sure :D
Now they're even rioting? But I haven't even conquered them yet.  :o
Due I really want that space?

Given that I am currently busy working on a Seminar paper, I tried and sort of succeeded to automate the Capital Weapon readout.
link (https://docs.google.com/spreadsheets/d/1VF66b6tE_0xl0iV_-eiKPlvLQpxwS2XcEgNR36-gYEM/edit?usp=sharing).
That was a huge waste of my time.
Which is exactly why I did it. :)) I'm not doing that again.
Title: Re: Warship Race Redux
Post by: Jester Motley on 19 May 2020, 15:48:40
Would anyone find value in me marking up the maps to show capitals and shipyards?

RE:  Sheets and Inputs - Jester, if you will tell me what format you want, I'll make sure the entire master sheet shows weapons in that format.

Yes, I would find value in that, for sure.

Inputs-  One consistent format is the biggest win, I believe.  I see you marked everything up that way, I'll work out the regex's and start updating the sheets.

Quite. I spent about 2 hours yesterday to wrap my head around that. Multiple lines of the stuff. Would be way easier to just have an input mask like in your spreadsheet and generate the  test from that.

Regex is insanely powerful, and insanely difficult. I had some code with a match once that worked 99% of the time, and I thought was great, then found in the worst way (server outage) that it wasn't -quiet- right.  It was all down to a ^ for 'start of line' and making the wrong assumption that the input would always be the first bit of the line.  It was worse though, cause the match would work on later bits of the line, but those were false positives, and would cause other problems.  *sigh*  Bad week that one.

Anyway, now that Marcus has sanitized the input, the match isn't to hard, and workable.  I think.  :)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 19 May 2020, 16:08:44
Damn, he sanitised his input after I make a six-word match for half of them?  :D     xp
Oh well, fell free to use mine if you haven't done it yourself yet.
Edit: Just noticed the link above is easy to see.
https://docs.google.com/spreadsheets/d/1VF66b6tE_0xl0iV_-eiKPlvLQpxwS2XcEgNR36-gYEM/edit?usp=sharing (https://docs.google.com/spreadsheets/d/1VF66b6tE_0xl0iV_-eiKPlvLQpxwS2XcEgNR36-gYEM/edit?usp=sharing) I'll just make it look like a link. ^^
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 19 May 2020, 20:11:58
Posted... triple checked everything but if you spot mistakes again let me know... sleep now lol
Title: Re: Warship Race Redux
Post by: marcussmythe on 21 May 2020, 10:56:12
Posted... triple checked everything but if you spot mistakes again let me know... sleep now lol

Looks good to me.  We have a bit of writing left to do, but I anticipate turn will run sometime this weekend.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 22 May 2020, 09:12:24
All hail the GMs.  :bow:
I need more chances to use that smiley.
Just checked the last Warship Race for inspiration.
Man, after 6 turns, people were still building ships with AC/5s and standard armour. Those were the days.
Though, honestly, the amount of ship designs per turn seems to have been eerily similar. I wonder if we were more thinking about what worked, then, or what the reasoning was.
I mean, I at least think that our advances in this iteration are almost exclusively down to tech advances and infrastructure upgrades, and rarely (like in the THs case, in a wacky way :D) to react to another power.
So, I wonder: What does actually drive everyone here to introduce a new design?
Fluff considerations obviously do count.
Title: Re: Warship Race Redux
Post by: kindalas on 22 May 2020, 10:13:55
All hail the GMs.  :bow:
I need more chances to use that smiley.
Just checked the last Warship Race for inspiration.
Man, after 6 turns, people were still building ships with AC/5s and standard armour. Those were the days.
Though, honestly, the amount of ship designs per turn seems to have been eerily similar. I wonder if we were more thinking about what worked, then, or what the reasoning was.
I mean, I at least think that our advances in this iteration are almost exclusively down to tech advances and infrastructure upgrades, and rarely (like in the THs case, in a wacky way :D) to react to another power.
So, I wonder: What does actually drive everyone here to introduce a new design?
Fluff considerations obviously do count.

When I started I built an idea for design that the Lyrans would follow.

Heavy armor and NPPCs would be the cornerstone of their designs.

Only by turn three did they relax that restriction when building the Mjolnir but even then the AC model is a "secret" designed as a suprise.

I also decided that the Lyrans would be sneaky which is why I focused on boarding actions, and robot fighters and a general air of duplicity in their Fluff text.

I also decided that combat losses are the only thing that will switch the Lyrans from their design choices.

Title: Re: Warship Race Redux
Post by: marcussmythe on 22 May 2020, 10:51:33
For the powers I control, I ask myself every turn:
1.)  Do we have a problem that strategy and tactics can solve without requiring new designs?
2.)  If yes, implement tactics and strategy changes.
3.)  If no, build new thing to address problem.

With a side of
1.)  Is what we already have worth what we are paying to keep it?

2.)  If yes, keep, and maybe build more.

3.)  If no, sell or scrap ASAP so the money can be spent on doing something we do need.  Doesnt matter if we built it last turn, if we dont need it now, we dont need it now.  While this seems on the surface wasteful, the real waste is paying for capabilities you do not need.

And a little:
"Do Your Thing" - the TH has been up to this point a pile of capability, with the money to solve every problem, so its throwing money at capabilities it doesnt even NEED, cause it might be NICE to have a one-warship-invasion-fleet, or whatever sounds amusing that week.  So the THN is experimental and grandiose.

The CC is classically the weakest of the houses (and here started with the smallest budget).  After watching the shellacking they got last game, I've been trying to run them as a brutally pragmatic and efficient second place, willing to reassess what works from moment to moment (thus the part where they sold off most of their fleet over a decade, just to afford a new one.  Its not that the old one was BAD, but it didn't fit where their operational doctrine was headed, and there were ways to get more capability per cost)
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 May 2020, 12:20:11
Heads up - because a player lobbied very very hard to do A THING, and because the Great God RNJeebus blessed THE THING, we’re writing one more big battle/event this turn than originally planned.  Tentative post date sometime late Sunday or Monday.
Title: Re: Warship Race Redux
Post by: kindalas on 23 May 2020, 12:27:16
Heads up - because a player lobbied very very hard to do A THING, and because the Great God RNJeebus blessed THE THING, we’re writing one more big battle/event this turn than originally planned.  Tentative post date sometime late Sunday or Monday.

I wonder how many things were lobbied for.
Title: Re: Warship Race Redux
Post by: Lagrange on 23 May 2020, 12:36:52
Hi all,

My overload level might decline to the point where I could play again in a couple weeks. 

What are the houserules in use?  More generally, is there a single post somewhere tracking the state of the game?  Also, how/who should I play?
Title: Re: Warship Race Redux
Post by: Jester Motley on 23 May 2020, 13:46:15
Hi all,

My overload level might decline to the point where I could play again in a couple weeks. 

What are the houserules in use?  More generally, is there a single post somewhere tracking the state of the game?  Also, how/who should I play?

There's an IC thread where all official turn submissions and the turn results are posted.  Link is in the first post in this thread.  In the same post are the links to the design doc and the official turn spreadsheet w/rules.  Discussions, OOC conversations, etc. go in this thread.

The GMs have said that any of the NPCs except the hedgehogs are open.  The current list of NPCs they're having to run is listed in the game spreadsheet.

As to how?  Well... you could ask them how they've been playing the particular nation, or you could fluff a coup and instill a radically different thinking navy command.

Please do join in.  The more the merrier.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 23 May 2020, 13:47:27
Edit: I guess I type too slowly. Ninjas, everywhere.

Should I worry?  :D

What are the houserules in use?  More generally, is there a single post somewhere tracking the state of the game?  Also, how/who should I play?
The rules are all in this thread. The progress of the game is in the "in character" thread, where turns are posted, and the spreadsheet (https://docs.google.com/spreadsheets/d/1rIBaiLqUhwppFvoNmXGHpS0HWSVSEuxLY25m-u0uaPc/edit?usp=sharing) which is also linked there.
As to what you could play; The Capellan Confederation is currently free, I believe. Also the Rim Worlders and Taurians, if those tickle your fancy more.
And theoretically the Outworlds Alliance, which is currently not a faction, but if you'd play them that might be an option.
Title: Re: Warship Race Redux
Post by: Jester Motley on 23 May 2020, 14:15:33
Edit: I guess I type too slowly. Ninjas, everywhere.

As to what you could play; The Capellan Confederation is currently free, I believe. Also the Rim Worlders and Taurians, if those tickle your fancy more.

I... wouldn't recommend the Taurians, not at least, now...  :)
Title: Re: Warship Race Redux
Post by: Lagrange on 23 May 2020, 14:50:41
I... wouldn't recommend the Taurians, not at least, now...  :)
Yeah, looks like they poked your bear with predictable consequences.

I'm open to possibilities amongst whatever still exists in a couple weeks.

I read through the house rules and everything seems reasonable.  Is there a ruling on the loading/unloading time for naval yards?  My recollection from the last time was 24 hours to load and 12 hours to unload, but on the other hand I learned about dropshuttle bays in the meantime and those rules (30 minutes + 1 minute/200 tons) seem a little more coherent---it should take longer to load or unload larger things.
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 May 2020, 14:56:50
Eh, the Taurians still exist, and are still the second largest periphery economy.

That rule seems reasonable on the surface for unloading things from shipyards, but Ive never seen 'how long to unload from shipyard' been an issue.
Title: Re: Warship Race Redux
Post by: Lagrange on 23 May 2020, 15:37:12
Eh, the Taurians still exist, and are still the second largest periphery economy.

That rule seems reasonable on the surface for unloading things from shipyards, but Ive never seen 'how long to unload from shipyard' been an issue.

The order of magnitude probably matters.  If it's minutes, then it could displace dropcollars for jumps into hot zones.  Hours means it's somewhat worse than dropcollars, except for the ability to carry other things.  Weeks would means it's strategic use only.  Months would mean it's basically unusable. 
Title: Re: Warship Race Redux
Post by: Jester Motley on 23 May 2020, 15:48:48
Eh, the Taurians still exist, and are still the second largest periphery economy.

For now...

On a different note-  The warships sheet is now automagically pulling heavy weapon data from the master sheet.  As long as we maintain sanitized inputs (all caps, XXX MNG format (can be any number of numbers), it'll pull the info.  If anyone wants to spot check ships and make sure they're showing right numbers?  I checked FS and didn't see any issues.

Next project for the sheet...  Missile ammo, is it worthwhile adding that to a ship's weapon list?  Breaking out light weapons?  The first might make some difference, I'm not sure the second is worth the spreadsheet spread... I'd have to account for all the weapons possible, and thats a large list that I don't think is worth the break out.
Title: Re: Warship Race Redux
Post by: Jester Motley on 23 May 2020, 15:54:28
Oh, and what's the verdict on research?
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 May 2020, 16:07:16
Ive not yet got enough input from the field on changing research to justify changing the rules in midstream.  If a lot of people come out big for it and can unify around a proposal, Im cool with changing it (subject to Smegish signing on as well).

RE:  Missile Ammo - I think it might be worthwhile to look, at least for units with less than 10 rounds per launcher.  For now, combat seems decisive fast enough that ammo isn't an issue.. but we haven't really seen pure missile boats, where 'run it out of ammo' might be a tactical choice, and that may change matters.

I wouldn't mind having it pull and sum the firepower of AAA and PDS weaponry, would help me when I'm juggling fighters v ships - just got done crunching a big fight where the defender was eroding fighter firepower while the fighters eroded defender firepower.

RE:  Unloading from Shipyards...
I always get nervous when you get creative.  Until we run the numbers more closely, or get an official ruling, I think 'fast enough to have some use, slow enough to not push anything else into obsolescence' is going to need to be our touchstone.  We want choices, not One True Way.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 23 May 2020, 16:14:39
On a different note-  The warships sheet is now automagically pulling heavy weapon data from the master sheet.  As long as we maintain sanitized inputs (all caps, XXX MNG format (can be any number of numbers), it'll pull the info.  If anyone wants to spot check ships and make sure they're showing right numbers?  I checked FS and didn't see any issues.
Honestly it's just harder to read manually now.

I think regarding research we decided to not decide for now.
Saying that, we could split a suggested tree into more branches so if someone wants something, they could get there more quickly.

Edit: What do we mean with shipyards? Repair facilities?
Title: Re: Warship Race Redux
Post by: Lagrange on 23 May 2020, 16:34:43
Edit: What do we mean with shipyards? Repair facilities?
Yes.   In the previous game, I used these, space stations, and dropship tugs to make max thrust 1 "warships".
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 23 May 2020, 16:53:22
Well, given the ridiculous cost of them at any useful size, that is possibly their only real use.
I seem to remember you'll be a sitting duck for a good part of an hour in the best of cases, so jumps into active battles are a no, but otherwise, it should more or less work.
I've considered it to move actual stations - I do have a factory ship, after all - but as we don't ask extra money for building stations where they are not manufactured, it's probably unnecessary to try that.
Title: Re: Warship Race Redux
Post by: Daryk on 23 May 2020, 17:30:38
Love that Matador design, but I can't help but feel "Estoque" would be a better class name (that being the name of a Matador's sword).  Also, 35 more Small Lasers (15 Forward, 20 aft) wouldn't be a bad idea given the way fire arcs work.  It would be less than 55 tons to make the change (including heat sinks)...
Title: Re: Warship Race Redux
Post by: Smegish on 23 May 2020, 17:41:23
Love that Matador design, but I can't help but feel "Estoque" would be a better class name (that being the name of a Matador's sword).  Also, 35 more Small Lasers (15 Forward, 20 aft) wouldn't be a bad idea given the way fire arcs work.  It would be less than 55 tons to make the change (including heat sinks)...

It was thrown together in a hurry as the Taurians are in dire need of SOMETHING to defend the capital, so the design has some minor issues like that.
Title: Re: Warship Race Redux
Post by: Daryk on 23 May 2020, 17:42:40
Still an easy upgrade, I suspect...  8)
Title: Re: Warship Race Redux
Post by: Jester Motley on 23 May 2020, 19:07:27
Honestly it's just harder to read manually now.

One reason I'm doing it as a separate sheet (and supplemental tabs) is to keep the different data views.  Clumped together under "heavy weapons" is a good way to get a quick glance at a ship's arms, but if you want to compare 2-3-4 ships together, its not easy at all.  Well, to me.  Having a sortable list with the various info on it makes it easy for me to compare.  And having all that data in one spot lets me cross-reference it in many ways.

Is there something you find particularly bad/hard to read, that I can change that would make the sheet better to you?  I'm willing to make changes.  Or would a different view help?  I could potentially do a "comparison" page that would let you select various ships so you could compare them against each other, but leave all the data the same as on the master sheet, or break it down like I've done?

RE:  Missile Ammo - I think it might be worthwhile to look, at least for units with less than 10 rounds per launcher.  For now, combat seems decisive fast enough that ammo isn't an issue.. but we haven't really seen pure missile boats, where 'run it out of ammo' might be a tactical choice, and that may change matters.

I wouldn't mind having it pull and sum the firepower of AAA and PDS weaponry, would help me when I'm juggling fighters v ships - just got done crunching a big fight where the defender was eroding fighter firepower while the fighters eroded defender firepower.

I'll take a look.

I added some calcs in the house details tab for how many of each tier warship each house has, splitting out stations (and not counting jumpers), into their own field.  Gives an idea of warship #s vs. each house, throw weight, and 'defensive' numbers as well.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 23 May 2020, 19:33:25
One reason I'm doing it as a separate sheet (and supplemental tabs) is to keep the different data views.  Clumped together under "heavy weapons" is a good way to get a quick glance at a ship's arms, but if you want to compare 2-3-4 ships together, its not easy at all.  Well, to me.  Having a sortable list with the various info on it makes it easy for me to compare.  And having all that data in one spot lets me cross-reference it in many ways.
Ah, no, I mean that the actual shared spreadsheet(where it reads from) weapon list is very hard to read when it's all caps with barely any spaces and no slashes, as well as unusual acronyms.
I thought it was machine-readable enough before.
Always fun to see the difference in preference, though, like how I added an extra cell and you used direct reference, and how you totalled all weapons for total firepower instead of a sum of range brackets. Kind of fascinating in a way a lot of people would probably call boring.  :)
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 23 May 2020, 19:35:51
Edit: I guess I type too slowly. Ninjas, everywhere.

Should I worry?  :D


Yes :)

Edit: Also I’m sorry to everyone: the GM’s for having to write it, Unlimited for what I’m trying to do, and everyone else who had to wait because of it.

I’m trying to swing for the fences with this.
Title: Re: Warship Race Redux
Post by: marcussmythe on 23 May 2020, 20:24:02
Ive got the crunchy bits done, just having some inspiration failure on the fluffy bits.  Hopefully can finish tomorrow.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 24 May 2020, 04:25:13
Ohhhh, right in the crunchy bits!

To answer my earlier question about what drives your shipdesign myself:
I started with the DC mostly with a "take the hand you've been dealt" approach, which is why I took over Smegish's designs - he played them last iteration, and would have done so again if it wasn't for him assuming a GM position - and I figured it'd be a nice challenge that way. Of course, NPC designs are deliberately somewhat suboptimal, so I gimped myself quite heavily there.  ;)
The Ikioi (one doesn't actually have to write or read the last i) was sort of a study in opposites: Make something very durable, and faster than the current stately fleet speed.
For an early fleet doctrine, I adopted Smegish's "hit them with fleets of destroyers" approach, with added mines, because mines are cool and everyone should have some!  :D
I felt like, long term, fighters would drop in usefulness, but in universe that view is probably different, and they do offer flexibility, so I doubled down on flexibility by keeping an air wing on every single design and using small craft berths for most fighters for extra space and flexibility.

As for the actual impetus for creating a new design:
That I'm worried about too fast tech progress is mostly due to that latter point, or rather, "what will I do once that's not the case anymore?".
That said, I do leave myself room for some improvements by deliberately not overly optimising my designs. The Assault Cruisers are a bit weak of arm, the battle cruiser design in the pipeline is true to the origins of the term by being just as fragile as my line ships(and underweight), and using standardised weapon configurations (which, to my knowledge, have no advantage in our system) will result in sub-optimal weapons layouts.

Edit: There's also the line of the Japanese inspiration of the DC to consider - with individual glory being important to the individual, but the individual being subsumed by the state, and the somewhat schizophrenic relationship of the DCMS with C3 that grows of that.
I went with Smegish's interpretation, and may yet include some of the doctrinal quirks of WW2 Japan into the deployment practices, but at the same want to allow the individual initiative that started most of those conflicts and would allow a self-confident and capable individual to secure great gains for the combine while taking all the risks themselves; As such, building purely line ships would hamper this possibility.
Title: Re: Warship Race Redux
Post by: marcussmythe on 24 May 2020, 07:07:56
Amusingly, the alternating fast/slow pace is realistic.  Sometimes technology changes so fast that things are obsolete before they even begin builders trials.  In other cases, the same thing may serve 40 years with refits so small they wouldnt show up in our game.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 24 May 2020, 07:12:19
Oh, I agree. The Dreadnought race didn't last very long. And Ironclads only began life in the mid 1800s.
I just wonder what we will be doing once we reach that low, as we're only really designing, and warship development actually did have constant changes unless a treaty forbade them - they were minor, but rarely was a capital ship built in a large series (totally not looking at the french here).
I think we might kind of suffer from having had one of these races already, or at least the start of it - we skipped the "testing" phase - and we might reach another such phase soon.
So please don't take it as a complaint.
Obviously, we can pick and choose what gets developed, so you can be a little more sure than a real-life engineer about what we will have available.
Title: Re: Warship Race Redux
Post by: Smegish on 25 May 2020, 04:16:17
Turn is up, believe I covered everything that happened.
Title: Re: Warship Race Redux
Post by: Daryk on 25 May 2020, 04:47:07
Quite the audacious move by Rasalhague, there!  :thumbsup:
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 25 May 2020, 09:05:13
Brilliant on all accounts good gentlemen: I couldn’t have asked for anything more.

Also I love the twist where the States are picking at the Hegemony.

Beautiful all around!
Title: Re: Warship Race Redux
Post by: Lagrange on 25 May 2020, 10:43:39
There's a few spreadsheet issues: quarters costs are wrong (they should be zero), rounding is off, and there are some misspellings ("preassurized").  Should I make an update?

Edit, done here (https://docs.google.com/spreadsheets/d/1usvzGm95Nu-ftdaOS1xb69XlEq_0fppgpPmLYGctaMo/edit#gid=0).
Title: Re: Warship Race Redux
Post by: VensersRevenge on 25 May 2020, 14:12:26
That update went as well for me as I could have hoped. My next turn will probably be a bit later this time because I still have to design my Battleship for this turn and determine what my doctrine for this turn will be.
Title: Re: Warship Race Redux
Post by: Lagrange on 25 May 2020, 19:54:03
I'm still catching up, but wow that's quite a bit of action for the turn.

Did the L1/2/3 yards at Terra Firma change hands, or were they destroyed?
Title: Re: Warship Race Redux
Post by: marcussmythe on 25 May 2020, 20:01:48
Given that I forgot about them for two days after I wrote it, and because it fit the spirit of that time, Im running that they changed hands because everyone was in too much of a hurry for the navy to go order them blow up - and the yards private owners (Despite yall investing in em, I figure yards are still corporate owned) would have been in no hurry to scuttle them - they are just as happy to sell ships to the CC as elsewhere.

The degree to which the CC chooses to further develop and secure those yards may be a political football.  Terra Firma is perilously close to Sol, so the TH wouldnt love a large, secure forward fleet base there.  Otoh, they may not be able to do anything about it in the short run, and they have a treat with the CC and most of the other powers nipping at their flanks (except the FS.  They may decide they like the Fedsuns).

Ahh, politics!
Title: Re: Warship Race Redux
Post by: Smegish on 26 May 2020, 02:28:37
Master sheet should be fully up to date.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 26 May 2020, 06:41:57
Now THAT was a rollercoaster!  :D
Honestly expected the PoR to directly sneak towards New Samarkand. Probably better for the DC they didn't. Still, medals for audacity. Or heroism bordering on stupidity. ;D
I did already ponder contingency plans for the case I couldn't build anything over a size 2.
Significant economic damage, though. Good work. :clap:

And man, the Terran Hegemony got dismembered.  ???
Kind of goes to show how bad their original ship designs were in light of newer rules. The CC certainly gouged themselves on that. Maybe they will be the new TH?
Still, with the nasty losses incurred reducing their maintenance load, the TH may well have more money available for new ships than it did before.
I have to admit, that is more action than I expected in a turn. Everyone is kind of at war with everyone. Except the FS, they just nib on the Capellans.

Also, I want to commend our GMs for their excellent writing.  :thumbsup:
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 May 2020, 07:32:07
Now THAT was a rollercoaster!  :D
Honestly expected the PoR to directly sneak towards New Samarkand. Probably better for the DC they didn't. Still, medals for audacity. Or heroism bordering on stupidity. ;D
I did already ponder contingency plans for the case I couldn't build anything over a size 2.
Significant economic damage, though. Good work. :clap:

And man, the Terran Hegemony got dismembered.  ???
Kind of goes to show how bad their original ship designs were in light of newer rules. The CC certainly gouged themselves on that. Maybe they will be the new TH?
Still, with the nasty losses incurred reducing their maintenance load, the TH may well have more money available for new ships than it did before.
I have to admit, that is more action than I expected in a turn. Everyone is kind of at war with everyone. Except the FS, they just nib on the Capellans.

If they had just gone straight for New Samarkand, it would have been less (total) risk, but also less possible reward.

CC is a bit ahead of its neighbors -right now-, but still barely more than half the budget of the THN.  And the THN is -tiny- in terms of volume, pathetically easy to defend (if you arent in crisis because of massive losses and dislocation)

The THN failure over the CC yards is -kinda- about design (mostly a lack of newer armors and inadequate air cover), but more about raw numbers.  They sent what they (and before I crunched the numbers, -I-) considered ‘sufficient’ force.  Youll note that they had some very modern ships in their order of battle.

And it would have been more than sufficient, maybe twice over, but for the fixed defenses.  I had not fully anticipated exactly how much impact those stations would have.  A ships a fool who fights a fort, the man said...

Note on Castles Brian.  Despite New Samarkand, dont start thinking of them as a great defense against spaceborn units.  -within their reach- they punch -way- out of their weight class, in terms of cost... but it would take a LOT to cover all of a planets surface, or even the fixed orbital path of a specific asset you want defender.  And no, geosynch isnt an answer - Btech weapons cant reach geosynch from a planet, or vice versa.  At New Samarkand, RNG put the yards over the Castle at the time of the fleet action, the Castle had ‘surprise’, and its target was damaged.

Castles are mainly about your ability to hold a beachhead for a counter-action if a planet is taken, and to make planets harder to take.  Though yes, within their reach, they are nasty as all get out - pre-registered firing fields, stable gunmounts, local atomosphere conditions fully baked into your firing solutions, and a whole planet for a heat sink - but you just cant drop enough to cover a whole planet against a fleet - they are too spread out and subject to defeat in detail.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 26 May 2020, 09:40:10
I never expected them to actually defend a spaceborn asset.
The thought was indeed to stay hidden and either surprise enemy landing craft, which would then cease to exist, or to provide a fallback and supply point for defending ground forces that you can't just bomb from orbit because it can shoot back. And in the case of Radstadt, to quite overtly prevent the landing of hostile forces near important landmarks. Like the local capital.
The PoR inflicted a good 70b in damages, + ships lost, which I would call punching above their weight class. I mean, that's more than their budget.
Though just wrecking the capital yards would have exceeded that value.
I need to place more stations - The CC has certainly shown us that defensive stations are worth their weight.

Actually, what will we do with the tech tree now?
If we keep up a level of warfare at least as high as this turn, progression will stall as everyone needs to constantly build new ships, so we got time to ponder.

And lastly, a question:
Do I assume correctly that "colony development costs" have not yet been subtracted from our budget?
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 26 May 2020, 09:45:13
Yeah when outlining the plan I totally forgot New Samarkand was the Capital. Thankfully you developed shipyards at Luthien but I had to make a choice to go for the Capital as well. I said might as well get my money’s worth out of the ships. Horrendous costs of course and the Admiral probably never should have gotten the go ahead but when backed into a corner, gotta go for the throat to survive.

Castles Brian work in larger numbers... but we are talking about Earth level numbers. Completely right about anti-beachhead though, even in the days of more mobile warfare it’s a fixed emplacement that can’t be ignored.

I will admit... I don’t ha e any tactically brilliant maneuvers for this turn at this moment.
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 May 2020, 09:53:14
RE:  Colony Development Costs

That was Smegish’s work, but I believe costs (such as repairs, or colony outlays) are not reflected in the budget, as one turn costs.

ECON bonuses and penalties ARE, as they are modifiers to the basic national economy.

Smegish will have to confirm about colony costs - id go ahead and pay em for now, until you hear otherwise.
Title: Re: Warship Race Redux
Post by: Lagrange on 26 May 2020, 10:02:09
I'm planning to take over the CC this turn (...plans made before the large target sign was painted this turn).

W.r.t. naval repair bays, I'm planning to think of them as requiring twice as much time as dropshuttle bays, so 1 hour + 100 tons/minute, implying 18 hours to load/unload at 100K tons, and a week for 1M tons.  This seems consistent with everything I know and reasonable in general. 
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 26 May 2020, 10:20:55
I seem to remember we had the discussion regarding repair facilities in the old race, as well.
We had something around 6-12 hours for disgorging dropships, which sort of matches with those numbers.
Of course, those were only small craft - by which I mean smaller than capital, not small craft.

I said might as well get my money’s worth out of the ships.
Well, just wrecking the Capital Yards (written in Capitals :o) would have incurred rebuilding costs around 140b?
Though I obviously appreciate your restraint. :thumbsup:

Edit: Ok, I have a question.
Something is wrong with the communication equipment in an admittedly outdated table of mine. I wanted to add some, and its weight is apparently Amount*1 ton - 5 tons, and every unit reduces required crew by 1.  ???
Edit2: There's no way to shave off some structure on an existing ship, is there?  ^-^ I have to admit, when I made them buggers so durable, I didn't expect them to stay around so long.  :lol:
Title: Re: Warship Race Redux
Post by: Smegish on 26 May 2020, 15:05:52
Colony costs have not been taken out of your budget.
Title: Re: Warship Race Redux
Post by: Daryk on 26 May 2020, 17:10:53
As Cannonshop has repeatedly pointed out in his fan fiction, the solution to fixed defenses is basic physics: kinetic impactors.  They take a long time to set up, but you really can't stop them.
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 May 2020, 17:17:53
As Cannonshop has repeatedly pointed out in his fan fiction, the solution to fixed defenses is basic physics: kinetic impactors.  They take a long time to set up, but you really can't stop them.

That works okay against truly immobile things you are willing to nuke the crap out of.  Though there are no codified Eridani Edicts in this setting, you probably dont want to throw orbital bombardment at surface features.  Miss even a little, and there goes a city...

As for space stations - I always assumed that, what with kinetic impactors being A Thing, anything with a station keeping drive was going to drunk-walk (albeit slowly) any time there is any chance of conflict.  While a station keeping drunk walk wont save you from something with a manuvering drive that has you on sensors (though it will dodge a C-Frac overrun, just because they dont have enough time to course correct), it should really handily dodge the classic 'thrown rock'

None of this is to say that those things *arent things*, but they (as I see it), aren't a one-stop auto-win button.  People in the setting are (we presume) not stupid, and too many authors seem to see a possibility not exploited in setting and just *assume* the setting is running with idiot balls, rather than trying to reason out *why* everyone doesnt just *do that obvious thing* that the so-clever author just thought of.

Not accusing you or cannonshop of this.. but its a painfully common thing in fanfic, espc. Btech fanfic, and it annoys me to no end.
Title: Re: Warship Race Redux
Post by: Daryk on 26 May 2020, 17:26:06
In Cannonshop's defense, he only uses them against truly "fixed" defenses.  You're totally right about station keeping drives... they're amazing compared to anything we can do now, in fact.
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 May 2020, 17:32:25
In Cannonshop's defense, he only uses them against truly "fixed" defenses.  You're totally right about station keeping drives... they're amazing compared to anything we can do now, in fact.

Oh, certainly.  And Ive read a lot of Cannonshop's stuff, I know he isnt like that.  I just.. yannow how often you read the 'one neat trick that breaks the setting' fanfics?  *sigh*

Oh, heavens yes on Station Keeping Drives.  NASA Engineers would give their children for the space drive the BTU considers 'nearly immobile'
Title: Re: Warship Race Redux
Post by: Daryk on 26 May 2020, 17:34:45
Children AND grandchildren!  A whole tenth of a G for essentially EVER!?  Sign me up!  :D
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 26 May 2020, 19:10:53
It's a pretty nifty technology, throwing mass out at twice the speed of light and all.
Not bad, really.  :D
Speaking of technology...  :P

Oh, and slightly rephrasing the earlier question as that might have been overlooked in an edit: What is com equipment supposed to cost? It looks pretty normal with requiring "gunners", so the weight is a bit puzzling.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 26 May 2020, 20:59:15
A question: I’m considering scrapping the remaining Yang Wei and Binzhou. Problem is I’ve got a nine billion repair bill. What’s the order of operations and would I get the ‘full’ scrap price for them (aka %25)?
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 May 2020, 22:24:01
A question: I’m considering scrapping the remaining Yang Wei and Binzhou. Problem is I’ve got a nine billion repair bill. What’s the order of operations and would I get the ‘full’ scrap price for them (aka %25)?

Lets assume (for housekeepings sake) that the individual bills are 6B for the Yang Wei and 3B for the Binshou. 

You can repair (for list cost) and have the ships in service, or scrap.

When scrapping a damaged ship, you get the 1/4 of the remaining value.  IE, if Yang Wei was worth 10B, with a 6B repair bill, its 'remaining value' unrepaired would be 4B, and scrapped, you would get 1B.

In your shoes, I might repair Yang Wei - a Class 3 ship is worth more than 6B - and if need be, refit her into something more useful to you.  Id probalby let Binshou go, unless I felt I needed hull count.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 26 May 2020, 22:41:27
Thanks: I’ve only got Size One Yards currently is my problem.
Title: Re: Warship Race Redux
Post by: marcussmythe on 26 May 2020, 22:49:29
I figure -repairing- a ship is a less extreme activity thab building one.  If it made it home, its spine and core are intact. 

You dont need a class 3 yard to repair.  You would need one for refit - but you need one -anyway-, sooner or later.
Title: Re: Warship Race Redux
Post by: Daryk on 27 May 2020, 02:49:43
It's a pretty nifty technology, throwing mass out at twice the speed of light and all.
Not bad, really.  :D
*snip*
Just to be clear: there's nothing super-luminal going on (special relativity sees to that).  And for a mere tenth of a G, you don't even need to exceed matter/anti-matter annihilation efficiency.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 May 2020, 03:32:18
Well, on stations not quite, but seeing the fuel efficiency of Warships and even fighters, I don't think physics can explain that.
I've always assumed KF drives produce a bubble that increases the speed of the maneuvering drives.
Title: Re: Warship Race Redux
Post by: Smegish on 27 May 2020, 07:00:02
How do people feel about a change to refit costs. Thought I had basically boils down to this:

* If your only changing the armour, pay the difference as per previous.
* If your doing any further modifications, pay the difference but the minimum cost is 10% of the new ship cost, to cover labour costs and such. No refit has ever been free after all.

Thoughts?
Title: Re: Warship Race Redux
Post by: marcussmythe on 27 May 2020, 07:16:55
I think the rationale for the ‘free’ refit was that the parts stripped could be resold/recycled.  Given the price of some items, such a refit would be like ‘refitting’ gold plates off a ships hull.

That said, you are absolutely right, refits should probably cost more on the whole.  Historically, refitting could approach the cost of a new ship!  At the same time, a ‘refit’ of replacing 100MGs with 100SL should probably not cost a billion C-Bills just cause it was done to the flanks of a 10 billion ship.

I suppose the *best* answer would be something like ‘10% of the cost of everything removed’ (ie no resale, and you have to tear it all out) plus 1.5x the cost of anything added (more expensive to work something into an existing ship than installing on a ship as its built) - but I don't really want to do that math, or ask people to do it, or check it, or try to build a tool that does it.


Title: Re: Warship Race Redux
Post by: Lagrange on 27 May 2020, 07:40:44
W.r.t. drive efficiency, anything beyond about 80 fuel points per .1% of mass is not fusion, as discussed here (https://bg.battletech.com/forums/index.php?topic=62855.0).  Everything with a strategic drive and more than about 100 tons of mass exceeds this.

W.r.t. refit costs, swapping armors seems pretty invasive/difficult to me.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 May 2020, 07:54:00
We do pay high maintenance on the ships while they are being refitted.
Easy ways I see it could work is
a) Pay 125% of the price difference, minimum 0, + a flat working fee.
of
b) Pay the price difference before the removal and/or downsizing of or drop collars and repair facilities - as those are the main causes of negative (aka 0) refit costs.
I would assume a lot of components are regularly replaced, anyways. I would assume an NAC/40 barrel is worn out after a single battle.
Could probably still do with a minimum of 1% ship value.

Or we could just make ships scheduled for a refit unavailable for the first half of a turn.
Of course, one potential problem is that yards or so cheap compared to our financial means, so the main limit of tying up yard space doesn't apply.
Title: Re: Warship Race Redux
Post by: marcussmythe on 27 May 2020, 07:59:14
Yards arent all that cheap, or Id be seeing Class 6 ships all over the place...

But it is a valid point that a ship being refit still pays its maintenance cost, while being unavailable at least part of the turn.  Assuming a 1 year refit (our listed time) any ship being refit is paying 5% of its list price for a year in which it is unavailable for duty.
Title: Re: Warship Race Redux
Post by: marcussmythe on 27 May 2020, 08:20:46
SIDE NOTE:

The Terran Hegemony Navy is disposing of the following ships at the following prices:

CL Cruiser x21,      1.865B                                  
SC Bonaventure x28   1.259B         
DD Lola x 5   1.663B  (All 5 SOLD)         
BB Dreadnought x1*   2.025B         
BC Black Lion x 1   1.751B   

These ships are available for sale to PERIPHERY POWERS ONLY.

Players will have first dibs on them, though the periphery powers are mostly NPC right now.

First come first served, claim by posting here.  Don't be greedy**

These are scrap prices, so its the largest hulls you will get this cheap pretty much ever. (Also selling at scrap price means I can go ahead and do the TH turn either way - whatever isnt bought is scrapped) Their old designs, but okay.  If you have yards large enough to host them, remember that you can refit them into something likely more to your taste, though sadly nothing to be done about the very low Structural Integrity Values.  Still, the very, very large cargo spaces allow them to serve as colliers to other warships, or could support conversion to carrier type duties.  Lola and Dreadnought specifically jump out at me here.


*It is dropping both from service, but one is being retained as a museum ship.

**  The Leadership of the Principality of Rasalhague regrets to inform the Admiralty that they will not be spending another decades budget on yet another fleet to launch like a missile at the DC.  Buy a few if you want, but be reasonable.  :)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 May 2020, 09:34:59
You know, that was actually a very successful action for the PoR.
They did more damage than they took.

... so ... if those ships are "scrapped", will they show up in pirate fleets, as well?
Because that's gonna be some serious piracy.  xp
Can I found a new periphery nation as a puppet state?

Interesting that a ship being refit is unavailable, while a ship being built is there immediately.
Though I also noticed that pretty much all the action last turn took place in the last 2 years or so.

Edit: Seems like the Hegemony came out stronger from this conflict. Minus the territory lost, of course.
Title: Re: Warship Race Redux
Post by: marcussmythe on 27 May 2020, 10:45:10
You know, that was actually a very successful action for the PoR.
They did more damage than they took.

... so ... if those ships are "scrapped", will they show up in pirate fleets, as well?
Because that's gonna be some serious piracy.  xp
Can I found a new periphery nation as a puppet state?

Interesting that a ship being refit is unavailable, while a ship being built is there immediately.
Though I also noticed that pretty much all the action last turn took place in the last 2 years or so.

Edit: Seems like the Hegemony came out stronger from this conflict. Minus the territory lost, of course.

More damage than they took given the price they paid for the ships, yes.  Is that still the case if you count the value of what they lost?  Should be close...

Im not in charge of Piracy, Smegish is.  But my thought is 'no', given the change in focus in the THN.  I imagine Cortez is cleaning house behind the scenes and using a battleaxe to do it.

No, no puppet states.  Talk a player into it.

We actually take both refit dates and construction dates into account on force availability.

EH, the THN has less budget than before, and lost a yard.  If there had been the impetus to 'fix the problems' two turns ago, they would be in a FAR better position now.  Still, though their absolute hull count is way down, it is still VERY high compared to the amount of space it is responsible for, and their discretionary budget is actually larger, as they have cut their maintenance load way back. 
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 May 2020, 12:09:13
More damage than they took given the price they paid for the ships, yes.  Is that still the case if you count the value of what they lost?  Should be close...
Well, ignoring a potential reduction in economic capacity, the listed costs, required repairs, and force replacements(which are halved to account for maintenance had they not needed replacement), I calculated about 75b in damages, not including the Luthien yards, which would be another 50b. Besides, what something is worth is irrelevant if you get it for less.  ;)

But now for the important questions: Where did he get that battleaxe? It was the Rasalhagueians, was it? 
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 27 May 2020, 12:21:43
SIDE NOTE:

The Terran Hegemony Navy is disposing of the following ships at the following prices:

CL Cruiser x21,      1.865B                                  
SC Bonaventure x28   1.259B         
DD Lola x 5   1.663B            
BB Dreadnought x1*   2.025B         
BC Black Lion x 1   1.751B   

These ships are available for sale to PERIPHERY POWERS ONLY.

Players will have first dibs on them, though the periphery powers are mostly NPC right now.

First come first served, claim by posting here.  Don't be greedy**

These are scrap prices, so its the largest hulls you will get this cheap pretty much ever. (Also selling at scrap price means I can go ahead and do the TH turn either way - whatever isnt bought is scrapped) Their old designs, but okay.  If you have yards large enough to host them, remember that you can refit them into something likely more to your taste, though sadly nothing to be done about the very low Structural Integrity Values.  Still, the very, very large cargo spaces allow them to serve as colliers to other warships, or could support conversion to carrier type duties.  Lola and Dreadnought specifically jump out at me here.


*It is dropping both from service, but one is being retained as a museum ship.

**  The Leadership of the Principality of Rasalhague regrets to inform the Admiralty that they will not be spending another decades budget on yet another fleet to launch like a missile at the DC.  Buy a few if you want, but be reasonable.  :)

You're killing me Smalls! ;D

But no the Fleet Admiral wouldn't dare try and convince the Prince to do that again. He will definitely try and convince to buy a couple of them though: such great prices.

EDIT: Mark me down for all Five Lola's. My math has been getting better: 8.3175 Billion?
Title: Re: Warship Race Redux
Post by: Daryk on 27 May 2020, 17:41:06
W.r.t. drive efficiency, anything beyond about 80 fuel points per .1% of mass is not fusion, as discussed here (https://bg.battletech.com/forums/index.php?topic=62855.0).  Everything with a strategic drive and more than about 100 tons of mass exceeds this.

W.r.t. refit costs, swapping armors seems pretty invasive/difficult to me.
And as discussed in that other thread, tactical thrust is pretty much OK.  Strategic Thrust around the order of 0.1 g is also mostly ok, but 1g+ is right out.
Title: Re: Warship Race Redux
Post by: kindalas on 28 May 2020, 10:38:54
LC is offering the Sontra 1a for sale.

They are $4,818 Million space bucks.

Scrapped they are worth $1,204.5 Million space bucks.

Make offers, am looking for space bucks and political concessions.

Neighbors can apply but govt would want extra guarantees.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 28 May 2020, 11:14:02
I've planned to build a battlecruiser for 2 turns. Last turn, I revised the design, and it was too big again, so I wanted to build it this turn.
But now, the triumphant launch might be a touch diminished given the cost and reduced available budget.
But if I build them next turn, I lose out on a turn of work for my largest yard.
But then, they are more a prestige project, and wouldn't necessarily help in the current situation. Tricky.

... Damn, the new weapon listing is hardly readable.
Why you want to get rid of them, though? They are your only ship that could actually reliably catch pirates operating in your territory.
Title: Re: Warship Race Redux
Post by: kindalas on 28 May 2020, 11:30:47
I've planned to build a battlecruiser for 2 turns. Last turn, I revised the design, and it was too big again, so I wanted to build it this turn.
But now, the triumphant launch might be a touch diminished given the cost and reduced available budget.
But if I build them next turn, I lose out on a turn of work for my largest yard.
But then, they are more a prestige project, and wouldn't necessarily help in the current situation. Tricky.

... Damn, the new weapon listing is hardly readable.
Why you want to get rid of them, though? They are your only ship that could actually reliably catch pirates operating in your territory.

I'm thinking of a variant that you can't just upgrade the old models from (more SI and less thrust) and I don't know if I want to have two distinct versions of the Sontra floating around.

And this is the one turn where a bunch of fleets have been flattened so it is a sellers market.
Title: Re: Warship Race Redux
Post by: truetanker on 28 May 2020, 11:59:44
I have very little time, barely enough to reply, want Dreadnought. Hopefully will post soonest.

TT
Title: Re: Warship Race Redux
Post by: marcussmythe on 28 May 2020, 12:47:31
I've planned to build a battlecruiser for 2 turns. Last turn, I revised the design, and it was too big again, so I wanted to build it this turn.
But now, the triumphant launch might be a touch diminished given the cost and reduced available budget.
But if I build them next turn, I lose out on a turn of work for my largest yard.
But then, they are more a prestige project, and wouldn't necessarily help in the current situation. Tricky.

... Damn, the new weapon listing is hardly readable.
Why you want to get rid of them, though? They are your only ship that could actually reliably catch pirates operating in your territory.

Prestige -is- a role for a warship to serve, and arguably an important one.  'Look at my two big SCAAARY Battleships' may have more diplomatic and political impact than 'Here are twenty boring but effective cruisers', even though the twenty cruisers are more useful.

I dont find the weapon list at all hard to read?  Maybe my eyes are just used to it, having done the conversion. 

Although the phrase 'Battlecruiser' itself makes me think.  Real world ship classes represented roles, and were meaningful (usually).  They have come to make less sense over time - 'cruisers' and 'destroyers' are often the main combatants of a modern navy, but those terms are used rather than 'battleship' because to us 'battleship' means 'big guns', which are not a major naval weapon at this time.

Heck... consider 'ship of the line' vs. 'line of battle-ship' vs 'battleship' (predreadnought) vs. "Dreadnought Battleship" vs. "Superdreadnought" (and the Battlecruisers that were mostly contemporaneous with the Superdreadnoughts) vs. the post-WW1 'Fast Battleship' (theoretically the marriage of the Superdreadnoughts and the Battlecruisers - sacrificing neither armor nor speed, and paying a lofty premium in tonnage and cost to do both at once).

I imagine that each navy will tend to break down ships by intended roles, and it will take a while for nomenclature to standardize (if it ever does).

My own preference runs to large, multirole ships - I dont think the return on investment in specialization is worth the payoff, in this design space - thus the Quan Yin and Pallada for the Capellan Confederation - both large, and both multirole (though not EVERY role - Pallada does different jobs than Quan Yin, but both cover a lot of jobs - between them, most of the jobs the CC needed done).   If I still had the CC, theyd probably keep using the phrase 'Cruiser' for multirole ships... Light, Heavy, and a hypothetical 'Battlecruiser' if they ever go much bigger than Quan Yin.. and would then use more specialized designations for 'pure warships'... Battleship or Dreadnought/Destroyer/Frigate perhaps.  Fighter carriage is an independent variable, though a 'Cruiser' is likely to carry DIFFERENT fighters, with different cargo loads to feed them, than a Battleship.


Over on the THN side of things, they are throwing 'multirole' to the winds.  The THN just got plastered, and it needs to not lose fights.  Its territory is tight enough that 'long range' isnt an issue... no ship will ever be more than a jump away from a friendly world, and no ship is every likely to be more than a month away from Terra.  So range is largely a non-issue.

Of these, the Constitutions are still fairly 'multirole', and carry a lot of cargo for the THN - and thus are Cruisers.  The new Iron Duke class is PURE Wall of Battle Crunch, and thus Battleships.  The Typhoons are a one off 'Dreadnought' Class, probably headed for a role as fleet support and command ships, and unlikely to be repeated (due to the cost of combining LFBs with Collars). 

All LFB ships get the designation 'Fast' - to reflect their high strategic speed.

Im not sure about future THN designations.  In time, I think the Constitutions will become the 'light escort/maid of all work' hulls of the THN - continue to be mutirole 'do-everything' style hulls.  I dont know if there will ever be a PURE 'fleet escort' design - a hypothetical Constitution weight hull with the multirole capacity sacrificed in the name of AAA/PDS fit.  Its possible that a Connie successor will just grow more of that over time, and her designation move from 'Cruiser' to "Light Cruiser, with the Iron Duke falling into a support role for a later class of heavier battleships.

Id REALLY like to see the THN add additional specialized classes over time, but right now they need pure combat weight ASAP, and are only allowing themselves one 'multirole' ship.   And in all fairness, despite having so many different ship classes, the historic Jutland era navies really only broke down to a few main types.. BBs, BCs (likely a mistake, but not as bad one as some judge, IMHO), Armored Cruisers (a dying class by WWI) Light Cruisers (mostly destroyer leaders and anti-destroyer and escort duties) and DDs (first created to oppose, and later replacing, the Torpedo Boat.. Destroyer was originally short for 'Torpedo Boat Destoryer')
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 28 May 2020, 13:37:36
Yes, the terms will be different for each power, and probably change over time, as well.
I've mostly been going by the original concept of a battle cruiser, which was meant to be mostly a bigger cruiser with dreadnought armament, and thus able to hunt down anything short of actual battleships and give the British empire wide area naval coverage.
That they didn't work well in a fleet engagement should come as no surprise given they were never meant to be.
As such, the design as it is is also un-optimised, and not really what the Navy needs atm. But then, by now it's probably Nihongi's turn to rule, and him being distant and incapable could influence that decision either way. I've no data on his vanity stat.  :-\
I dont find the weapon list at all hard to read?  Maybe my eyes are just used to it, having done the conversion. 
Maybe it's just me, not being used to shorthands for the missiles - but I find I often recognize words by their structure (as all people in western languages can do), and everything being written in caps without slashes makes it rather samey.
Title: Re: Warship Race Redux
Post by: Jester Motley on 28 May 2020, 16:13:41
... Damn, the new weapon listing is hardly readable.
Why you want to get rid of them, though? They are your only ship that could actually reliably catch pirates operating in your territory.

I needed one more turn to get where I wanted but... nooooo...  stupid war and stuff getting in the way of me making my toys.

As long as its consistent, I don't care how we name weapons.  If you'd like to change all the existing designs, just let me know how the new format will parse?
Title: Re: Warship Race Redux
Post by: marcussmythe on 28 May 2020, 16:29:56
In this verse, Nihogi Kurita ascends to the throne in 2388.  His rule is, generally, not particularly aggressive (for a Kurita), nor is it particularly competent or incompetent.

This version of Nihongi is... about dead center on all the meters of 'House Kurita', at least in his effect on policy, economics, warmaking, etc.  If hes crazy as a monkey on acid in his private time... well, your welcome to creative control on that. :)
Title: Re: Warship Race Redux
Post by: Jester Motley on 28 May 2020, 16:38:25
In this verse, Nihogi Kurita ascends to the throne in 2388.  His rule is, generally, not particularly aggressive (for a Kurita), nor is it particularly competent or incompetent.

This version of Nihongi is... about dead center on all the meters of 'House Kurita', at least in his effect on policy, economics, warmaking, etc.  If hes crazy as a monkey on acid in his private time... well, your welcome to creative control on that. :)

I read that as "nor is it particularly continent or incontinent" and then hit the part about monkey on acid.  I laughed.  FedSun propaganda will make hay with that.

As to ship designations, they are all over the place historically.  Just look at the various ways Frigate gets used.  Anything from an army sea vessel, to missile ship/anti sub ship, to larger than anything but a ship-of-the-line warship, to a armed merchant marine ship...  And then some.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 28 May 2020, 17:09:00
Corvette: Fast, Lightly armed, patrol/anti-raider
Destroyer: Bigger Fast Well Armed: think a Wolf or a Shark: work well in packs
Frigate: Slow up a Destroyer and add more guns: sometimes a Jack of All Trades
Cruiser: Bigger Line Ship, Commands Small Squadrons, functions often as a gunboat
Battlecruiser: Battleship + Cruiser : aka a faster Battleship
Battleship: Big Boy with lots of very big Guns: killer
Dreadnought: Biggest Boy on the Block: Fleet Command Ship, Superweapon
Carrier: Obvious but I only break them down into regular and Supercarriers

That’s at least the way I tend to group ships. Course some of my original RP was Star Wars do theirs that. Their are some examples of misnaming a ship intentionally to confuse the enemy.

With the PoR’s limited resources I’ve made the Hund a jack of all trades Frigate, augmented by the Lola Cruisers and Vittoria Destroyers. I really need a Carrier, Fast Corvette for anti-pirate duties, and eventually my own better Cruiser or big Destroyer.
Title: Re: Warship Race Redux
Post by: Daryk on 28 May 2020, 17:18:59
Don't forget the name "Destroyer" came from "Torpedo Boat Destroyer"... they need to be able to pop PWSs very quickly...
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 28 May 2020, 18:08:16
I needed one more turn to get where I wanted but... nooooo...  stupid war and stuff getting in the way of me making my toys.
Wait, what war? The Taurians? That didn't really deal much damage, did it?

This version of Nihongi is... about dead center on all the meters of 'House Kurita', at least in his effect on policy, economics, warmaking, etc.  If hes crazy as a monkey on acid in his private time... well, your welcome to creative control on that. :)
Well, canonically, he didn't care for the state at all, indirectly resulting in the rise of the von Rohrs.
So, long term, the question is: Will the von Rohrs this time prove to be more competent, or will the line of the family that didn't get killed by dastardly Rasalhagian terrorists take over?

As long as its consistent, I don't care how we name weapons.  If you'd like to change all the existing designs, just let me know how the new format will parse?
I wouldn't want something to be changed just for me if everyone else has no problem with it.
Though, question:
Assuming this approach (https://docs.google.com/spreadsheets/d/1VF66b6tE_0xl0iV_-eiKPlvLQpxwS2XcEgNR36-gYEM/edit#gid=480007373), could we adopt this for your spreadsheet?  Edit: Not the general approach, just the "match for multiple possible wordings" part. Though I think your approach, which I think is generally more professional, would allow for NAC/20 as a writing style.
I mostly would prefer having the slash in NAC and NL names, and maybe write out Missile names (could just check for a part of the name) whenever there is actually space on the ship.
Now, should I decide to scale up an Ikio cruiser to an assault Battleship and install 2 kinds of Lasers, 2 types of missiles, NAC/20s and 40s, all 3 sizes of NGauss, and a mixed flak battery of Gauss Rifles, LRMs, Lasers, with AMS, Small Lasers, and MGs as backup, then shortening them all as much as possible makes sense - and the individual weapon probably won't batter as much. ^^
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 28 May 2020, 21:24:45
So funnily enough.... my turn will be ready in the next day or so. All I’ve got left for it is fluff.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 29 May 2020, 03:56:06
... ignore this empty post.
I wanted to do an edit, and subsequently have added everything to the above post.
... though actually ... what are peoples thoughts on tech progression now?
Title: Re: Warship Race Redux
Post by: marcussmythe on 29 May 2020, 06:37:21
Ive got thoughts on a lot of things.  Tech progression, dropships, maintenance at the top of my list.

Ive also got some more things I want to see play out - missiles, bearings only, off-ship AAA/PDS, fixed defenses and if anything breaks the dominance of long range fires (I suspect this last one will mostly come down to engagement size)

My current thought is we play this as far as we can, with the rules we have, and learn from it for next time.
Title: Re: Warship Race Redux
Post by: kindalas on 29 May 2020, 09:06:02
Quick question.

Mothballing costs 10% maintenance?

And at 0% the ships degrade and require future expenses?
Title: Re: Warship Race Redux
Post by: marcussmythe on 29 May 2020, 09:10:32
Correct.

Although, TBH - if you cant even afford to mothball, Id just scrap.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 29 May 2020, 09:26:55
I do kind of agree that it's a bit late now to do subtle changes.

But I seem to have never collective written down my thoughts, so now is as good a time as any

And with that all said, I'll shut up about it, because I have nothing more to add, and concentrate on the game at hand. :)

off-ship AAA/PDS
What exactly do you mean by "off-ship"?

Focusing on long range is only natural, though it may be thwarted by layered ECM and Screen launchers. Mid-ranged guns usually offer ranges where they are just as accuracy, but bring a better firepower/weight ratio.
The conundrum is, obviously, that to close the range, you need to be faster, and if you're faster, you have less guns for a given durability. So now you're close in, but you barely have extra firepower. That is indeed a choice I'm kind of fond of, unless we eventually find an optimum.  :beer:

Damn, my wrist hurts.
Title: Re: Warship Race Redux
Post by: marcussmythe on 29 May 2020, 11:52:53
Im watching yard sizes climb, but nothing like maximum speed possible.  The closest thing to a 'yard rush' was the CC.  Besides, much past size 4 or 5, yards are mostly a vanity project - the payoff time is quite long.

And they paid for that yard rush by NOT investing heavily in tech, and being a bit behind because of it.  Which kept them from doing several things I wanted to do with them.

Tech progression this time may have been a reaction to my play of last time, where I found (due to RNG) that any money I spent on research was literally wasted money, cause dice. 

Yeah, we need some breathing room for droppers, next time.

WRT Maintenance - Im considering, if I do this again, simply making maintenance a factor of displacement, with a 250kt ship costing 1/4 the maintenance of a 1MT ship.  This leaves the big boys cost efficient for firepower to BUILD, but leaves them at the same place, maintenance wise, as their displacement in smaller hulls.  Current maintenance setup makes it very hard to justify anything much under 500MT, due to the large flat cost of the KF core.  Similarly, current maintenance makes collars, ESPC Collars with LFBs, almost cost prohibitive.  If you only paid the inflated cost ONCE, rather than paying it in full every two turns, we might be more eager to slap collars on things (though if your burn rate on ships is high, you still dont want them).

Ultimately, though, I think we run it as it is, for however long it lasts, and then take any lessons learned onboard when the players and or GMs collectively decide to call it.

Speaking of - looking down the road, to avoid burnout, we should probably start thinking now of who we could on-board as GMs.  Idea would be (ideally) to rotate a new GM every so often, to replace one of the sitting ones.  Just a thought.  Im not burned, Smegish isnt burned, but people get tired of things in time, and the energy and brain investment in this thing is... way more than I realized.  So best to prepare for the future.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 29 May 2020, 12:42:05
I'd certainly be willing to spend some time writing something.
I'm not sure if I'm any good at it, though. I think I might just be overthinking things occasionally.
That said, we could just add a few techs, around where they are soon reachable - or maybe just in a 4th tree - to allow people the choice to research improvements.
Like, say, drastically improving armour(capital multiplier) of non-capital ships, or sustainment for smaller ships as you've suggested.
I mean, playing devil's advocate here, what is the point of going on if we know that everyone who can will be building 500kt+ ships with a few fighters, no collars, no dropships, and a mostly mid- to long ranged armament? ;)
Though I have wondered if it might not have been better to do a 2 turn test run, and then restart with those lessons learned. Guess I'm not that jaded yet.  ;D

Regarding collars: I've said enough on that particular hive of wasps 8) , but I would assume a ship with collars and a battery is meant as a force multiplier to a rapid reaction force or at least the high element of the high-low mix, and would thus usually have increased survivability. So in an environment where their cost is mostly upfront, the added flexibility should be worth it. Assuming it actually offers flexibility, which it currently doesn't.
I believe that often very small changes can have large results because of knock-on effects and herd behaviour.

Actually.... should we deliberately try to explore all the avenues of what specifically works, even if we think it doesn't?

Edit: Actually, now, rereading it, we're essentially saying that we'll fix obvious risks next time as if we've already mostly given up on the matter. I dunno, feels wrong to think that way.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 29 May 2020, 12:49:34
I will definitely respond on this cause I do have a few comments.... but later cause i gotta clarify my thoughts a bit... and write them lol
Title: Re: Warship Race Redux
Post by: Lagrange on 29 May 2020, 12:59:53
I believe there is still quite a bit of room for new designs and new techs influencing new designs to shake things up, so we are far from a stale point.  Some examples,

1) Large dropships carrying a factor of 20 more stuff, potentially make a collar much more valuable. 
2) ASF designs capable of eating a Barracuda are possible.
3) Bearings-only launches are quite interesting strategically.
4) Active probes can really shake up the need for & value of fighters in warship combat.

On the other hand, if your goal is creating a set of rules which will cause designs to track the progression observed in canon... that seems delicate.

(I'd also personally rather avoid more houserules, as it is good to keep designs legal for both other uses and approachability by new players.)
Title: Re: Warship Race Redux
Post by: marcussmythe on 29 May 2020, 13:37:33
Were using generic fighters.  And even a super-armored custom ASF is probably headed home after eating a 200 standard damage ‘cuda impact.

And frankly, you dont need tech to drive design changes.  Doctrine differences based on different national situations will do it.

I do expect that bearings only will shake things up, especially if it his before AMS systems.
Title: Re: Warship Race Redux
Post by: kindalas on 29 May 2020, 13:53:24

I do expect that bearings only will shake things up, especially if it his before AMS systems.

I think that bearings only will take a while to get too. That tech column has too many "filler" slots to buy before getting it.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 29 May 2020, 14:37:17
I think that bearings only will take a while to get too. That tech column has too many "filler" slots to buy before getting it.
I thought we would just stay with the current tech tree now? ???
Which would be without sustainment or the like.

I will definitely respond on this cause I do have a few comments.... but later cause i gotta clarify my thoughts a bit... and write them lol
It only took me a few weeks to get to that point.  ;D So.... hurry up.  ;)

Edit: I'm really not as negative as all that. Just felt I should sum up my thoughts at some point.
Title: Re: Warship Race Redux
Post by: marcussmythe on 29 May 2020, 15:10:27
I think that bearings only will take a while to get too. That tech column has too many "filler" slots to buy before getting it.

Yes, there is a lot that mostly goes to 'make ground forces and aerofighters better' in that column.  And then it gives you bearings only missiles, cheap yards, teleoperated missiles, Mobile HPGs...
Title: Re: Warship Race Redux
Post by: kindalas on 29 May 2020, 15:13:49
Yes, there is a lot that mostly goes to 'make ground forces and aerofighters better' in that column.  And then it gives you bearings only missiles, cheap yards, teleoperated missiles, Mobile HPGs...

I appreciate the motivation to buy those things. Cheap yards and HPGs are very game changy.
Title: Re: Warship Race Redux
Post by: kindalas on 29 May 2020, 15:15:23
Also last chance for Sontra sales.

Going to assemble my turn finances tomorrow morning.
Title: Re: Warship Race Redux
Post by: marcussmythe on 29 May 2020, 15:39:06
I appreciate the motivation to buy those things. Cheap yards and HPGs are very game changy.

Dont forget that actual HPGs are over on the right hand side.  They are even more game changers than their mobile cousins.

Hmm.  Raises a question.  Should HPGs cost maintenance?  Should Castles Brian?  My gut says ‘no’, HPGs would seem to pay for themselves by handling commercial traffic, and honestly, for what you pay and what you get, I dont see Castles Brian as worth the maintenance - but I could be convinced otherwise.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 29 May 2020, 15:49:36
I've been assuming I had to pay for castles so far. But realistically speaking, shouldn't the army pay for that?

I'd totally buy some of those snots ...  where exactly is the n? Seems to change every second post - but that would be politically impossible.
Title: Re: Warship Race Redux
Post by: kindalas on 29 May 2020, 16:02:12
I've been assuming I had to pay for castles so far. But realistically speaking, shouldn't the army pay for that?

I'd totally buy some of those snots ...  where exactly is the n? Seems to change every second post - but that would be politically impossible.

Snotra (https://en.wikipedia.org/wiki/Snotra) is how it is supposed to be spelled. But I'm bad at my Norse names when going from the top of my head.

$4,818 million space bucks is the list price and scrapping them is worth 1204.5 for me.

I have 8 for sale, what kind of offer are you interested in making for them.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 29 May 2020, 17:40:42
Well, that's the thing - I don't yet know if I can make an offer.
The political leadership would probably disagree with buying from the competition, so until I worked out my turn and untangled the internal politics, I can make no clear statement.
I actually had predicted happenings correctly, more or less, and worked out most of my turn before the conclusion of the last one, but I haven't had terribly much time to fine-tune it, being busy with other spreadsheets.
I would assume I'd offer maintenance cost + x, with x being relatively small, + a guarantee to not use them offensively against the seller. But then, they use hardware my military doesn't have, which also poses its set of problems.  xp
It's not overly likely, I would assume.    ... Hey, Tyler, quick, there's more ships to buy! ^-^
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 29 May 2020, 18:14:39
It's not overly likely, I would assume.    ... Hey, Tyler, quick, there's more ships to buy! ^-^

I actually went against the Snotra: it doesn't fit my fleet very well IMO.

As far as Castle's Brian and HPG maintenance: I'd agree with your assessment Marcus and say no.

It only took me a few weeks to get to that point.  ;D So.... hurry up.  ;)

Edit: I'm really not as negative as all that. Just felt I should sum up my thoughts at some point.


:D I've got D+D on Fridays so it gives me some time to read and write when its not my turn: speaking of which


My turns up :D Whats taking you so long  >:D :P
Title: Re: Warship Race Redux
Post by: Daryk on 29 May 2020, 18:16:06
I'm sorry... All I can think of when reading "Snotra" is "Frank"...  ^-^
Title: Re: Warship Race Redux
Post by: Jester Motley on 29 May 2020, 18:53:19
Wait, what war? The Taurians? That didn't really deal much damage, did it?
You think the Hedgehogs are gonna take that bloody nose and not do something about it?  Or the vultur...houses that joined in?  I mean, maybe there's no war, but...  lets just say the FS is betting heavily one way.

Assuming this approach (https://docs.google.com/spreadsheets/d/1VF66b6tE_0xl0iV_-eiKPlvLQpxwS2XcEgNR36-gYEM/edit#gid=480007373), could we adopt this for your spreadsheet?  Edit: Not the general approach, just the "match for multiple possible wordings" part. Though I think your approach, which I think is generally more professional, would allow for NAC/20 as a writing style.
I mostly would prefer having the slash in NAC and NL names, and maybe write out Missile names (could just check for a part of the name) whenever there is actually space on the ship.
Now, should I decide to scale up an Ikio cruiser to an assault Battleship and install 2 kinds of Lasers, 2 types of missiles, NAC/20s and 40s, all 3 sizes of NGauss, and a mixed flak battery of Gauss Rifles, LRMs, Lasers, with AMS, Small Lasers, and MGs as backup, then shortening them all as much as possible makes sense - and the individual weapon probably won't batter as much. ^^

By consistent I mean we choose a, or even a few, styles, and stick to -only- those.  The more styles the harder it is, but since its work that will hopefully be done once, and only once, I'm game to do it happily.  But changing styles, or having free-form anything goes, is not programmatically or effort-level worthwhile.  -consistent- is the byword.

But HNgauss, HNG, Hvy NG, Hvy Gauss, HNavGaus, and something else every day is gonna be impossible to deal with.

As to what you're doing, using 'right/left's is going to cause problems if someone changed up their spacing or changed the whitespace (two spaces between 10x  NG), no?  I'm using REGEXEXTRACT so that I can pull just the number if I find a match.  The () tells the extract what to pull out.  "(\d+) NAC20"  would pull 10 or 100 if it were "10 NAC20" or "100 NAC20"...  Simple regex, and I was able to easily generate each code bit using some scripts I wrote on my linux box to fill import in.  (I don't type everything, if I can help it!  :)


If I wanted to try to match \'s and x's but ALSO non x'd numerics and non-slashes, we're looking at the following and -maybe- that works right?  Maybe not?  Id' have to test it out.  (\d+)[x\w]\w+NAC[\\\w]30" -should- pull and return the numeric 1, 10, 100, 151255 from 1 NAC30, 10xNAC30, 100x         NAC\30, 151255x NAC\30s.  But, TIAMTOWTDT...  (There is always more than one way to do things).  But that doesn't include fun stuff like mixed case or all case matching, like "BC/bc/Bc/Barr/Bar/bar/barr/Barracuda/BARRACUDA/barracuda" which ends up harry to compact, and long/non-compact regexs are notoriously bad.  Then again, regex is notoriously bad too.

But as I said, consistent.  I don't care what method we use, and I'm willing to write what we want.  I just need it to be consistent.  And I don't care if you want to replace the code with your method?  I don't have "ego" here, just did it the way I'd have done it professionally or in any other language I write in.  If it works, go for it.  BUT...  You maintain what you write.  :)
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 29 May 2020, 19:17:38
1) You're not wrong on this: but considering the amount of technologies and the budget it won't proceed that quickly. Our strengthening and advancement budgets are on a nice pace, but our miniaturization is a bit behind. We are still guaranteed fifteen to twenty more turns before tech runs out, and that if we buy one tech per column per turn.

2) Yes to the armor scale.... I just don't have any idea on how to change it. The previous iteration fighters we're too powerful, this one not enough.

3) Torpedo Boats and Coastal Defense Battleships are not supported by the rules: we would have to homebrew a monitor style vessel if we really wanted something like that. However Torpedo Boats would eventually be a reliable thing with Sub-Capital Missile Launchers loaded up on larger Drop Ships.

4) Regarding fighters: yes right now they are under powered (refer to #2). I feel like more modern designs still are viable in canon and could be viable if our rules are tweaked a bit.

5) I'm not sure about the size change, but I do think that the yards increase is fine as it is. The maintenance could use some work as well ass the repairs. For example by scrapping the remaining Capellan ships I had I saved nearly twenty billion in repair and maintenance costs. This also leads to the insanely low price they sold them a, but at half cost for each ship and a long transition period I feel that it was done appropriately. Not to jinx it but the ships sold by the Terrans are outrageously low.

6) Partly questioned above: i sorta agree. Although it takes a while to arrive such great distances, most people tend to keep their bought ships for a while (myself generally included!) If I had kept those ships I have no money for new ships because my maintenance budget would be thru the roof and I'd end up scrapping them anyways. If I hadn't bought them my economy would be in better shape hopefully. I used them like mercenaries, rather than the more realistic choice of using them to augment my force (in which case i would have bought maybe a quarter of that)

7) Research is tricky: some tech you want ASAP, and others you can wait until it becomes cheaper. Yes you are right but that's more of a maintenance issue than a research issue.

8) AGREED! Three ships, one Yang Wei and two Binzhou's, took about nine billion in damages (it cost me ten), with their costs being fifteen billion. Add to that the maintenance costs, paying for them while they are being repaired, at seven point five billion, means its more expensive to damage and not kill!

9) Got nothing on this one. Not a math guy so all that computation would drive me nuts to put in: I'm all for it if one of yo guys wants to take a crack at it.

10) I like this suggest of emergence budget for a turn... something with a definite cooldown of a couple turns.

11) All RP games suffer those effects: the ideas of IC knowledge and OOC knowledge. This turn I posted really quickly so the DC and LC could take advantage of that and plan their turns around that: common decency says DONT. My first turn I built flawed designs and RP'ed why they were approved. I do try and cycle and tweak designs based on the previous turns knowledge and experience. Their is a bit of a disadvantage because we can't modify them quickly enough and entire fleet compositions might change in a turn while you're building a counter to the previous fleet. That being said that's also real life. The trick is to try and beat that curve by behind ahead of it and becoming the meta.

Anyways my two cents.

Title: Re: Warship Race Redux
Post by: VensersRevenge on 29 May 2020, 20:46:27
My turns up. Once again, I have plenty of yard space if people need it, although it seems like their are too many ships being sold to make that likely.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 29 May 2020, 20:56:51
My turns up. Once again, I have plenty of yard space if people need it, although it seems like their are too many ships being sold to make that likely.

Love to but don't have the money. I reached far last turn. Now if I was another Major Power definetly.

Regarding the J. Marik: 12,000 tons of cargo? Seems a BIT light to be honest.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 29 May 2020, 21:02:04
Yeah, but most of my other ships have lots of extra cargo space, and I have a lot of jumpships. I'm willing to gamble that it will be supported.
And this is the last turn that Michaels will be in charge of the Navy, so the insanity is only starting.
Title: Re: Warship Race Redux
Post by: truetanker on 29 May 2020, 21:11:25
VensersRevenge?

Composition of these ships please:

Periphery Border:
FWLS Atreus - Periphery border
FWLS Loyalty - Periphery border
FWLS Tamarind - Periphery border
FWLS Sardis - Periphery Border

Are they all Marik-class? Cause, you know, the Frumentarii* would know...

Frumentarii* aka Cesear's Intelligence.

( Since I can't seem to track down those ship classes... )

Thanks,
TT
Title: Re: Warship Race Redux
Post by: VensersRevenge on 29 May 2020, 21:13:31
All Marik's. If they're named after planets, they're Marik's. I'll re-edit my turn to make the classes clearer
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 30 May 2020, 03:18:51
And I don't care if you want to replace the code with your method? 
Oh, please don't.  :))
I think your version is far better. This was the first time I tried something like that on Google Drive. I've just linked it as a an example.
What I'd really prefer is if we could keep the / in the NAC and NL names (optionally, ideally) and the option to just write out Barracuda if the weapon line isn't too long already.
... Is there a formatting option to automatically increase the font size if there's space left?

2) Yes to the armor scale.... I just don't have any idea on how to change it. The previous iteration fighters we're too powerful, this one not enough.
I'd prefer just using 20/1, with an extra penalty for fighters against WS. After all, if Dropships have a chance, you can use fighters to murder dropships.
Quote
11) All RP games suffer those effects: the ideas of IC knowledge and OOC knowledge. This turn I posted really quickly so the DC and LC could take advantage of that and plan their turns around that: common decency says DONT. My first turn I built flawed designs and RP'ed why they were approved. I do try and cycle and tweak designs based on the previous turns knowledge and experience.
Yup. I definitely guessed right what you were planning last turn, but didn't react to it. But doing that multiple times while also building slightly suboptimal designs would take a lot of role-playing.
My turns up :D Whats taking you so long  >:D :P
Oh, come on! You copy-pasted part of your fleet doctrine from last turns post.
Think I wouldn't notice, did you? :fine_print:

Edit: I could imagine buying 2 snots at around maintenance price.

Edit2: The extra Firecontrol weight starts at 21 weapons, but continues at 40. I think that's 1 early? (Edit3) Ah, so that is what Lagrange meant.
Title: Re: Warship Race Redux
Post by: Jester Motley on 30 May 2020, 20:06:12
Oh, please don't.  :))
I think your version is far better. This was the first time I tried something like that on Google Drive. I've just linked it as a an example.
What I'd really prefer is if we could keep the / in the NAC and NL names (optionally, ideally) and the option to just write out Barracuda if the weapon line isn't too long already.
... Is there a formatting option to automatically increase the font size if there's space left?
Shrug  -I- am not going to change it.  :)  Then I'd have to maintain it, and I have a hard enough time maintaining my own code.

Er... Maybe there's an autoformat?  There's conditional formating, which can futz a cell's font, and you can do a hidden calculation on each cell's text size, then do conditional formating on that hidden calc for each cell...  Not all that hard?  But more than I'm willing to do right now.  Been super busy in life and work, so I've been dragging on the game.

11) All RP games suffer those effects: the ideas of IC knowledge and OOC knowledge. This turn I posted really quickly so the DC and LC could take advantage of that and plan their turns around that: common decency says DONT. My first turn I built flawed designs and RP'ed why they were approved. I do try and cycle and tweak designs based on the previous turns knowledge and experience. Their is a bit of a disadvantage because we can't modify them quickly enough and entire fleet compositions might change in a turn while you're building a counter to the previous fleet. That being said that's also real life. The trick is to try and beat that curve by behind ahead of it and becoming the meta.
I've had first/second posts for a turn, if someone wanted to use that info... not much I can do.  Lately I've been late in posting cause of work/life issues, but I don't read the IC thread until after I post in it.  I don't expect others to do that, but I find it more fun going in blind.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 31 May 2020, 06:54:35
Given I have access to the shared doc, I'll just create a more UnLimiTeD-readable column for me, and then leave the one parsed by you alone.  :thumbsup:
... I do seem to suffer from somewhat of a design explosion, though. 
For the coming turn, I'm looking at 2 new ship designs, a new station design, and a ship- and station upgrade programme.

WRT Maintenance - Im considering, if I do this again, simply making maintenance a factor of displacement, with a 250kt ship costing 1/4 the maintenance of a 1MT ship. 
I've tried calculating that on an updated Kutai and not-yet built battleship design. By reducing the maintenance cost to 40% of value, but adding a million per 1000 tons displacement, the Kutai's maintenance cost was nearly 12% cheaper, while the 1.1mt battleship was 1.5% more expensive to maintain. Meanwhile, the projected battlecruiser (which I've noticed has been delayed long enough it can actually mount new armour now :beer:) with roughly the same weight would be 3% cheaper.
So a half/half approach might be very promising for the future.
Title: Re: Warship Race Redux
Post by: Lagrange on 31 May 2020, 08:24:49
I'm still catching up and have various questions/comments.

Is there any guidance on how variation in maintenance affects crew quality?  Is it 40% = green, 50% = regular, and 60% = Veteran?  (So ... 70% = Elite?)

I saw a mention upthread of mothballing requiring 10% maintenance, but here: https://docs.google.com/spreadsheets/d/1rIBaiLqUhwppFvoNmXGHpS0HWSVSEuxLY25m-u0uaPc/edit#gid=1453108897 it says mothballing is 0% maintenance, so I'm slightly confused here.

W.r.t. "ASF don't matter", an ASF with 11 small lasers and 200 armor on wings and nose requires about 4-5 Barracuda to destroy.   The lasers will take out an expected 2 while the armor will certainly absorb 1, is likely to absorb 2 and could possibly absorb 3.  On a mass basis at least, that's better than a Barracuda launcher.  The metapoint here is that "X doesn't matter" seems to be a function of where designs are allowed to matter rather than the capital-to-standard conversion rule.   (Also, there's quite a bit of simplicity in 100:1 over intermediate values.)

For the design of the Kuan Yin, I'm slightly confused by the design.  The surface to ground transport seems to be highly constrained by the 30 smallcraft?  That would allow at most a half regiment of light vehicles + a half regiment of foot soldiers per landing wave?
Title: Re: Warship Race Redux
Post by: marcussmythe on 31 May 2020, 09:02:27
30 small craft.  100 tons of vehicle bays.  60 per trip. - the CCAF of that era relied on 50 ton tanks.

If mothballing says 0, that is an error. 10%
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 31 May 2020, 09:46:48
W.r.t. "ASF don't matter"
Your earlier point regarding active probes is absolutely valid, though. Fighters can be superb suicide scouts.
Such a design would reinforce the actual point, though: A unit being the best counter to itself results in the side that brings more winning, while a heavily armoured fighter would take tremendous amounts of standard scale fire, but still perish by a single capital laser hit - so why mount any small weapons unless the facing is below 20 guns and the ship has little, but some, spare weight?
Title: Re: Warship Race Redux
Post by: Daryk on 31 May 2020, 10:09:30
The canon Lucifer R20 does get close though, with 528...
Title: Re: Warship Race Redux
Post by: marcussmythe on 31 May 2020, 11:50:59
Standard scale weapons remain a very efficient way to kill fighters.

Fighters remain a very efficient way to kill lightly armored or damaged ships, and are not useless against even pristine, heavily armored ships - sensors by their nature cannot be armored, and a warship with no sensors is basically a rock with a manuver drive.

Missiles are a good way to kill fighters, but not the only way - and are a mediocre anti-ship weapon, damage per ton.  The one time we have seen missiles truely devastate fighters was over a defended system with a mildly insane number of launchers - missile launchers are a very good weapon for stations, due to the stations being more cost than mass constrained.

So far, we havent seen fighters really cut loose against an undefended fleet.  We may not. But if we do, I anticipate the results will be surprising.
Title: Re: Warship Race Redux
Post by: Lagrange on 31 May 2020, 12:18:03
30 small craft.  100 tons of vehicle bays.  60 per trip. - the CCAF of that era relied on 50 ton tanks.
Right, so 6 round trips.   This feels a bit high, particularly when you take into account the need to conduct maintenance.  It looks feasible although those smallcraft will be really working.
If mothballing says 0, that is an error. 10%
The error is here (https://docs.google.com/spreadsheets/d/1rIBaiLqUhwppFvoNmXGHpS0HWSVSEuxLY25m-u0uaPc/edit#gid=1453108897) under "Items to Buy" under "Maintenance".

Any comment on 40% vs. 60% maintenance?

We're not using self-designed small units, so there is no such thing as an ASF with 600+ armour.
I understand. 
Even if there was, that's quite the investment for something that'll still be one-shot by a single NL/35. Or mid-sized sub-capitals once they come online.
An NL/35 weighs 700 tons, so this seems pretty reasonable to me. 
But why shoot it; It's a pure Point-Defence design. Yes, it'll do its job, but it not harm warships, and not be any particular danger to the other side's fighter screen, so it can safely be ignored
There is room for a big stompy weapon like an AC/20 as well.  Also, if you want to concede targeting of fighters with Barracuda, that means they can protect their warships throughout combat rather than just in the opening phase---that's great for their utility.
If fighting against stations with plenty of ammo (the only significant sources of missiles atm), it's still not economical. A standard aerospace fighter costs as much as 625 barracudas.
I believe you are accounting for the overhead of the ASF, but not for the overhead of the station. 

For example, the Shaobing has 4 Barracuda launchers and an NL55 while costing 30M.  Against 6 ASF with 11 SLs each (also costing 30M) there is a 1-in-64 chance that Barracudas land.  The NL55 will one-shot the ASFs, but even in AAA mode the odds of a hit aren't great until you reach short range.   

It's also important to keep in mind the fact that ASFs are far more transportable and hence far more likely to be relevant in combat.  That's valuable. 
Your earlier point regarding active probes is absolutely valid, though. Fighters can be superb suicide scouts.
Such a design would reinforce the actual point, though: A unit being the best counter to itself results in the side that brings more winning, while a heavily armoured fighter would take tremendous amounts of standard scale fire, but still perish by a single capital laser hit - so why mount any small weapons unless the facing is below 20 guns and the ship has little, but some, spare weight?
Some minor weapons to deal with enemy ASF seem ok, if they can be slipped in without substantially increasing mass.  Otherwise, I agree---naval weapons are the preferred choice for naval ships.
Title: Re: Warship Race Redux
Post by: Daryk on 31 May 2020, 13:13:02
Don't forget every single fighter can carry a nuke, the great equalizer.
Title: Re: Warship Race Redux
Post by: kindalas on 31 May 2020, 13:27:16
Don't forget every single fighter can carry a nuke, the great equalizer.

But only when packaged into the shape of a Barracuda.

 :D
Title: Re: Warship Race Redux
Post by: Daryk on 31 May 2020, 13:30:33
STILL the great equalizer...  ^-^
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 31 May 2020, 13:45:34
Well, nukes for us deal standard damage, so... uh...
Eh.

I believe you are accounting for the overhead of the ASF, but not for the overhead of the station. 
Actually, just for the fighter vs. missile ammunition. A single missile is 8000, a fighter is 5m. The fighter costs maintenance, the missile doesn't (unless you shoot 50% of them every turn).
I actually think missiles are rather unsuited to battles, but if you manage to win, they are very economical.

Quote
Otherwise, I agree---naval weapons are the preferred choice for naval ships.
I don't actually have a problem with that, but that sounds a little too pointed for my tastes.  ;)

To take a real world marine analogy, actual battleships had big guns that were unsuited to effectively fight small, nimble destroyers, torpedo boats, and obviously aircraft. Sure, they were devastating when they hit (unless the target was so light and small the shell just smashed through without detonating, which happened), but they were hard to train on target and hard to shoot in on something that could change course quickly.
So those ships had a secondary battery of smaller guns. And sometimes torpedoes and AA armament that we can ignore for our medium is different.
For role specialization, there were those lighter ships, with lighter guns, which could hit lighter ships.

But in our case, the best choice for pretty much every ship seems to be to increase the main gun battery, on all the ships, every time, and then just use some lighter guns to fill the remaining space on deck when the remaining displacement isn't sufficient to mount yet another gun. Which does sound like some ships of past centuries. ;D
Title: Re: Warship Race Redux
Post by: Lagrange on 31 May 2020, 14:06:48
Actually, just for the fighter vs. missile ammunition. A single missile is 8000, a fighter is 5m. The fighter costs maintenance, the missile doesn't (unless you shoot 50% of them every turn).
A bare missile launcher has no value though---it only functions in the context of deployment on some platform. 

If we want to compare bare things, then 40 rounds of MG ammo costs .4K and can reduce the expected damage of a Barracuda by a factor of 1024 (i.e. about .2 standard damage)---a bargain.

I don't actually have a problem with that, but that sounds a little too pointed for my tastes.  ;)
I see what you're saying. 

One problem here is the '4 corners' design strategy which tends to naturally allocate naval weapons to 4 arcs and antimissile weapons to 4 arcs, leaving no good arcs for secondary weapons.  This is not the only possibly design strategy though.  When I get a chance to design a warship, perhaps I can show that.
Title: Re: Warship Race Redux
Post by: Daryk on 31 May 2020, 14:15:27
As a subscriber to the 4 corners strategy, I look forward to your proposal...  ^-^
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 31 May 2020, 14:37:53
For a new iteration of a warship race (while I could see small maintenance changes or research, I'm not advocating changing rules of construction in a running system), I would suggest a sort of construction guideline - no arc can more than 20 guns over the adjacent arcs, unless it's either the front or aft (choose, not both), or the adjacent arcs are empty.
That said, on a 1mt warship, adding some Capital Missiles (or later sub-capital lasers) to a point-defence battery won't cost that much tonnage.
Title: Re: Warship Race Redux
Post by: Daryk on 31 May 2020, 15:00:30
I'm almost beginning to think Point Defense weapons should be considered completely separately from the "regular" weapons.  They should certainly have a limit, I just think it should be different than the Capital Weapon one...
Title: Re: Warship Race Redux
Post by: marcussmythe on 31 May 2020, 21:43:36
With regards to maintenance.

Let us assume 5B in maintenance on a 10B ship as the standard, and such a ship to have a value arbitrarily set at ‘1’

Every 10% increase in maintenance brings a roughly 5% increase in performance, to a limit of 100% increase (10B maintenance on a 10B ship) and an arbitrary value of 1.5

Every 10% decrease brings a roughly 20% decrease in performance, to a practical limit of 50% decrease (2.5B in maintenance on a 10B ship), and an arbitrary value of -0-.  Better to mothball at that point.

Now, these are rough.  Any ship that can make space has -some- military value, but at maintenance that poor, it may not be worth the fleet train to support it.  At the opposite end, while 2 ships at maximum training/elite status may in a general case be a match for 3 regular ships - thats a general case.  Their training might let them pull off tricks that are simply impossible for a lesser crew (pinpoint jumps, fast recharge, sensor performance, diplomatic awesome), but at the same time, being tucked into the wall of battle may not let that brilliance show to full effect - your stuck manuvering and firing with everyone else.

With regard to rules changes - I think the rules discussion is fertile ground and will be useful to whoever runs this next.  I look forward to playing when this winds down (not soon)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 01 June 2020, 04:43:02
Yeh, increased maintenance is really only useful in small quantities for units that aren't ships of the line.
Paying double maintenance on 2 ships has the same effect (including cost) as just building a third one, with the exception that in the latter case, the turn afterwards you will have another ship.
But sometimes, reliability trumps potential, and sometimes, it's the other way around - and maintenance can give you both. Still, mostly a luxury item like ships with no obvious purpose.
Title: Re: Warship Race Redux
Post by: Lagrange on 01 June 2020, 05:49:46
The maintenance approach sounds sensible to me.   Maybe add it to the master spreadsheet when mothballing is fixed.
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 June 2020, 08:00:16
The maintenance approach sounds sensible to me.   Maybe add it to the master spreadsheet when mothballing is fixed.

Done.  Also codified rules for decay rates at below-mothballs maintenance, and for their impact on scrap values.  Most of which we will likely never use, but good to have.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 01 June 2020, 09:10:42
Question here:
I've been trying to create a log of the rough development of each nation to make a nice graph off it later.
But some calculations just don't match up.
Like, say, I take Cargo and size class of 2380, but I get different results by just dividing one by the other than the Cargo/SC listed in the document. Or comparing the total armour of my ships with the total armour listed in the overview.
Is there a system to this? After all, I need not be accurate as long as I am always off by the same margin to create a decent graphic from it.

Similarly, I'm trying to log the changes in economy/budget, and the TH lost more than the cessations of budget to the houses would indicate - 116 vs. 68.
Anyways, assuming that's all correct, the budget gains/losses outside of dismembering the TH are:

Terran Hegemony-48 b
Draconis Combine-17.5 b
Federated Suns+12 b
Capellan Confederation+14 b
Free Worlds League+9.5 b
Lyran Commonwealth+39.5 b
Impressive work by the Lyrans, I must say.  :thumbsup: Seems the station network is paying off.


Title: Re: Warship Race Redux
Post by: Lagrange on 01 June 2020, 09:44:34
Done.  Also codified rules for decay rates at below-mothballs maintenance, and for their impact on scrap values.  Most of which we will likely never use, but good to have.
Is the decay value 2%/turn or 20%/turn?  The writeup says the first but argues the second.

W.r.t. mothballs, I don't see a game problem with mothballs being cheap.  They were free last game, and not used that much. 
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 June 2020, 10:47:58
Is the decay value 2%/turn or 20%/turn?  The writeup says the first but argues the second.

W.r.t. mothballs, I don't see a game problem with mothballs being cheap.  They were free last game, and not used that much.

Maintenance was much lower last game, and mothballing thus not terribly attractive.

And decay is 2% of starting value per percent, below 10%, paid.  Thus if you pay nothing, the ship loses 20% of its starting value.  If you pay 9%, it loses 2%. 

As for data like cargo per size class - thats pretty old, and was updated only spottily as turns passed.  Im not at all surprised it doesnt add up.
Title: Re: Warship Race Redux
Post by: Lagrange on 01 June 2020, 11:26:28
I see.  So the options are:
<variable> value now from selling
25% of value now from scrapping.
-10% value now for potential future use.
-20% value in the future for potential use.  (Or some linear combination with the previous.)

Can you scrap a decayed ship?  I.e. it takes $20B to return to service a $10B ship that has decayed for 10 turns, but I can scrap to get $2.5B?  If the answer is 'no', then I expect decay to be never used as it's to punitive.  (Even a hypothetical 0% mothball without decay seems marginal compared to 25% value now for nations in a competitive situation.)
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 June 2020, 11:41:49
You can scrap a ship thats in the process of rotting away.

As for scrap value - decay is in some ways less brutal to a ship than getting huge holes punched in it, and the nature of the work necessary to bring her back online is different as well.  So I'm comfortable with a ship thats decayed 'scrapping' at full scrap value - most of the money you get back from scrapping is from big, solid, not-going-to-decay-anyway things - gun barrels and germanium cores and armor plate, etc.  This is imperfectly realistic, but weve gone as far down the 'decay curves and retained value of This System Vs That System' rabbit hole as I care to go.
Title: Re: Warship Race Redux
Post by: Jester Motley on 01 June 2020, 12:58:11
FYI- made minor edits to my turn post, correcting the turn # (it's turn 5 not 3) and corrected the header for the Javelin, labeling it such and not the dupe parapet label it was.
Title: Re: Warship Race Redux
Post by: truetanker on 01 June 2020, 15:51:18
I still wish you GMs would affix to the main google doc page the various year maps, just list them as we gain / lose a turn ( 10 year decade ).  That way others besides us can follow our debacle.

But a question for the masses, do you think we should be able to use outsiders for our little game? Like hiring Disheartened mercs sick of their parent faction who will work for money and Escaping Dissidents, those peoples looking for a better home from their current ones, because of war or persecutions...

TT
Title: Re: Warship Race Redux
Post by: Lagrange on 03 June 2020, 06:39:34
Do "secret yards" (such as the FWL has) have any additional construction or operation costs compared to normal yards?
Title: Re: Warship Race Redux
Post by: Smegish on 03 June 2020, 06:55:26
Entirely fluff
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 03 June 2020, 07:52:23
So, assuming the difference stays, should I use my own calculus or the shared sheet to create a graph of the development of our race for posterity?
What is a "secret yard" anyways?
I've been considering having a size 1 yard in an uninhabited system, manned by crew rotated once a year that don't know where they are and supplied entirely with military jumpships.
Something like that?

Edit: It is seriously difficult to come up with good ship names.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 03 June 2020, 12:39:27
In my case, it was a simply one that the Navy buried the expenses in their presumably very long budget proposals under different names and whatnot because Parliament didn't see the need for a Battleship. While I'm hoping it doesn't get deep striked until the J. Marik gets revealed and people have a reason to look for a secret yard, it was never meant to be permanently hidden.
Title: Re: Warship Race Redux
Post by: marcussmythe on 03 June 2020, 12:45:47
While I do not set policy for players, or fully for NPCs, my gut feeling is the era of 'yard raids' may be winding down.  Weve got a brilliant success (FS vs TC), an utter disaster (TH v CC) and a mixed result (PoR v DC)

Given that even in the 'mixed result' case, the attack lost an entire fleet (the fact he had gotten it cheaply reduces its COST, but not its VALUE) without scoring a KO blow on its opponent - in hand with the THN collapse after their attack on the CC - suggests that in GENERAL its going to fall under 'in most cases this is a bad risk.  We have mutliple neighbors, and if we throw away the fleet to hurt one of them, we still have other, unharmed neighbors).  The rise of fixed defenses (missile battlestations) will likely exacerbate this, but I dont know if they will actually be BUILT everywhere - the fact that they can may push doctrine in other directions.

At least for now.  Theres tech on the horizon that might really change the math on those sort of raids, but thats the nature of things.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 03 June 2020, 13:17:02
I dunno. The raid by the PoR did around 140b in damages, as far as I can tell, and required nearly the entire fleet (built with 3x the budget) to put down, and as far as I can tell from my non-GM seat, it not being a full success was down to dice rolls. Ultimately, we can not stop an enemy from just appearing in a system of their choosing, so the best defence would be to make sure they don't choose that system.
Of course, stations are the more obvious application, but those have a running cost.

In fact, it seems to me that doing deep strikes at nothing in particular may be a way to go. You'll cause a lot of economic damage while avoiding most opposition, as such opposition can't afford to leave the actually valuable stuff undefended.
Title: Re: Warship Race Redux
Post by: marcussmythe on 03 June 2020, 14:47:38
I dunno. The raid by the PoR did around 140b in damages, as far as I can tell, and required nearly the entire fleet (built with 3x the budget) to put down, and as far as I can tell from my non-GM seat, it not being a full success was down to dice rolls. Ultimately, we can not stop an enemy from just appearing in a system of their choosing, so the best defence would be to make sure they don't choose that system.
Of course, stations are the more obvious application, but those have a running cost.

In fact, it seems to me that doing deep strikes at nothing in particular may be a way to go. You'll cause a lot of economic damage while avoiding most opposition, as such opposition can't afford to leave the actually valuable stuff undefended.

It seems to me that if the enemy is faffing about in my space with a few ships, I take a few more ships and go kill them.  Not always easy, but possible.

If hes running around in my space with most of his ships, but wont hit hard targets so Im not rushed, I take almost all of mine - and now hes out most of his navy, and I go visit his capital and set terms

If he brings his whole navy, and somehow ISNT trying for a KO - well, then, Im definitely off to visit his capital.

Sending a lot of your navy off deep into enemy territory is incredibly risky.  One reason (and there are many more) is the information advantage the defender has.  Every time you hit a system (and you are hitting something, else you would not be here), you tell your opponent roughly what you have and where, and you probably don't know what he has and where.  Now, a true ‘bolt from the blue’ attack, where you never enter an inhabited system until you jump into the capitals closest pirate point helps SOME... but who is minding the store at home?

As to dice - the single largest dice roll was the defending admiral expecting that they were aiming for the nearest shipyard - because skipping it to go to Luthien was a lot more risk for a little more reward, and then going on to New Samarkand from Luthien was basically insane - so he didnt expect it - so he was out of position.  Had he properly anticipated what the PoR was thinking, hed have fallen back to Luthien and met them there with two fleets, likely ending the expedition there.

But 'enemy capabilities and intentions' is a game that everyone always plays, but one that noone reliably wins.

Title: Re: Warship Race Redux
Post by: VensersRevenge on 03 June 2020, 14:53:38
So how tough are we assuming yards are? Because I have been thinking of some less than honourable plans for weakening enemy powers that my current Admiral would reject, but some of his potential successors would not that I think might be able to sidestep some of those problems.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 03 June 2020, 15:52:21
Nuclear-driven Asteroids?  :D
Or boring sabotage?  Ah, anyways, you have my full support. Rhetorically, I'm not actually going to do anything.
But 'enemy capabilities and intentions' is a game that everyone always plays, but one that noone reliably wins.
True. I guess my intuition was a lot more accurate than that admiral's. I figured the capital was the one obvious target, and was kind of surprised they went for a publicity tour first.
That said; will you always tell the enemy where you are?
I would assume not every system you jump into has a jumpship ready to move out at a moments notice.
... of course, once HPG is a thing, anything but a needle strike will basically make the defender omniscient.
Title: Re: Warship Race Redux
Post by: marcussmythe on 03 June 2020, 16:22:24
Nuclear-driven Asteroids?  :D
Or boring sabotage?  Ah, anyways, you have my full support. Rhetorically, I'm not actually going to do anything. True. I guess my intuition was a lot more accurate than that admiral's. I figured the capital was the one obvious target, and was kind of surprised they went for a publicity tour first.
That said; will you always tell the enemy where you are?
I would assume not every system you jump into has a jumpship ready to move out at a moments notice.
... of course, once HPG is a thing, anything but a needle strike will basically make the defender omniscient.


No, every system you hit probably wont have a charging jumpship right there.  It would be odd if they did, barring yall building a lot of jumpships and spreading them around everywhere for just that purpose.  But even if its a few days or a week, thats still a huge intel advantage that the defender has.

OTOH, the attack has the large advatage of 'what does he want/where is he going/whats he planning on doing when he gets there'.  An incoming invasion is a different problem from a yard raid is a different problem from a high speed infrastructure pass... yadda.

Title: Re: Warship Race Redux
Post by: Jester Motley on 03 June 2020, 18:30:31
So, assuming the difference stays, should I use my own calculus or the shared sheet to create a graph of the development of our race for posterity?

Feel free to use my sheet, just make a new tab, and that way a lot of info is already imported in if you want/need it.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 03 June 2020, 19:02:41
I suppose I could just do that.
Because the numbers in our shared rare sheet don't always add up.
Of course, switching from those would result in a small hick-up.

Quote
1,176x Fighters (Mostly heavier designs): 5.600
To put no finer point to it:  At a glance, that seems wrong. 6x5 never ends in a multiple of 100.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 04 June 2020, 11:37:57
I suppose I could just do that.
Because the numbers in our shared rare sheet don't always add up.
Of course, switching from those would result in a small hick-up.

To put no finer point to it:  At a glance, that seems wrong. 6x5 never ends in a multiple of 100.

Yeah...... I’m gonna edit that right now ..... what is sleep anyways lul
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 05 June 2020, 06:18:02
Take your time.  ;)
I've put finishing my post on hold for 2 days now to ponder how to name my future battlecruisers. The BT universe is really short on topographical descriptions necessary for such an undertaking.

... I really need to get done.
Title: Re: Warship Race Redux
Post by: Jester Motley on 05 June 2020, 06:40:24
One more edit for turn 5 IC content, again not game affecting, just added in current/active ship names.
Title: Re: Warship Race Redux
Post by: kindalas on 05 June 2020, 15:02:18
Should have my turn up by tomorrow.

There is so much ship relevant tech that I've having to go through my designs with a fine toothed comb.
Title: Re: Warship Race Redux
Post by: Lagrange on 06 June 2020, 13:57:26
CC Turn 5 is up. There is an appendix that I'll try to send to the GMs later today and I plan to add a few details when I get a chance to run the equations and make the maps.

Can someone-not-me check that the links to the designs work?
Title: Re: Warship Race Redux
Post by: kindalas on 06 June 2020, 15:23:18
CC Turn 5 is up. There is an appendix that I'll try to send to the GMs later today and I plan to add a few details when I get a chance to run the equations and make the maps.

Can someone-not-me check that the links to the designs work?

Seems to work for me,

Just an FYI only space stations can mount more then a single repair bay.

And having access to fero-aluminium armor doesn't mean that we have light or heavy.

But it doesn't matter since Fighters and dropships are all standardized.

Also hundreds of small lasers will have diminishing returns when it comes to point defense.
Title: Re: Warship Race Redux
Post by: Lagrange on 06 June 2020, 15:31:50
Seems to work for me,
Great.

Just an FYI only space stations can mount more then a single repair bay.
This was changed in the errata here (https://bg.battletech.com/wp-content/uploads/2019/12/Tactical-Operations-2019-12-06-v3.03.pdf), page 65.

And having access to fero-aluminium armor doesn't mean that we have light or heavy.
Oh? In the last game, I believe it did?

But it doesn't matter since Fighters and dropships are all standardized.
Yep, I know.  Do we have a reference to a standard design?

Also hundreds of small lasers will have diminishing returns when it comes to point defense.
That depends on how many missiles are incoming  :)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 06 June 2020, 17:05:23
Ok, I managed to finish my turn. I can scarcely believe I spent about a week lowkey pondering naming schemes and took 2 weeks to actually finish.
But the design had been in the pipe for long enough it didn't even have a cargo output.
I'll be adding budget information ASAP.

Looks like the CC did another 180 and now refits their ships to do what the ships they just sold did.  :D
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 06 June 2020, 21:12:53
******.... nice turn Unlimited. Need to start digging into a bag of tricks or ten ....
Title: Re: Warship Race Redux
Post by: Lagrange on 06 June 2020, 21:28:08
Looks like the CC did another 180 and now refits their ships to do what the ships they just sold did.  :D
Yeah, I wanted something concrete for the upthread discussion about alternates to the 4 corner design.  The nose-only approach has quite a bit going for it in a fleet battle since you get more firepower and armor on point. Obviously, it entirely lacks the ability to 'roll sides' and it's a little bit easier to hit (+1 penalty vs. +2 penalty), but in a fleet engagement the former doesn't matter with concentration of fire while the latter is typically not as big an effect as the significant firepower and somewhat significant armor increases.   The other big advantage for the nose-only design is that you free up lots of arcs for things like anti-fighter weaponry. 

Amongst weapon layouts, I understand 3 good choices: 4 corners, nose, and three corners.  4 corners and nose are obvious.  The three corner choice features nose + aft side arcs and is particularly useful for a fast combatant against a shorter-ranged slow combatant.  The Pallada II is a mixture of nose and three corners while the Kuan Yin II is all nose.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 June 2020, 05:22:35
Quote
******.... nice turn Unlimited
Thank you.  :) You already pulled a nice trick last turn, don't feel pressured on my behalf.
The cruisers were in the pipeline for around 3 turns, and started out as an outgrowth of a 900kt fleet tender that never materialized. Then it kept growing, and I was rather relieved that you didn't get the class 5 yards, so I could get that out the door. It was nagging at me.^^ Efficiency-wise, it's a waste of money.
Especially given the current Coordinator seems to spend less on the military.  :violin: Hmm, canonically, he will die again soon. Given how late he came to power, might be a short reign.  xp

Yeah, I wanted something concrete for the upthread discussion about alternates to the 4 corner design.
I noticed.  :)
At first I thought "That's disgusting!", but then I noticed the obvious intent. Though it kind of also plays into my point that I'd like weapons total per arc limited.
A disadvantage of the nose-heavy approach is that you can't fight without closing with the enemy. So if you have an enemy sporting mostly NAC boats with equal speed to your ships, you can run away or go into melee.

Do your combat stations have no Grav decks?
Title: Re: Warship Race Redux
Post by: Lagrange on 07 June 2020, 05:48:01
At first I thought "That's disgusting!", but then I noticed the obvious intent. Though it kind of also plays into my point that I'd like weapons total per arc limited.
I'm not sure limiting weapons/arc matters that much.  With capital weapons, you typically don't exceed the maximum much.  With non-capital weapons, a hard cap would give more motivation for every ship to be a carrier.
A disadvantage of the nose-heavy approach is that you can't fight without closing with the enemy. So if you have an enemy sporting mostly NAC boats with equal speed to your ships, you can run away or go into melee.
The broadside approach suffers from the same issue.  To keep you enemy in the 60 degree angle afforded by the broadside, your vector can be at most 30 degrees away and SIN(30) is about .17, so with a thrust of 4/6, you might be able to accelerate by .17*6 ~= 1 away.  Any opponent more capable than a station can match that.   With a 4 corner design you can of course just use an aft-side arc, but then you've divided your weapons load by 4 which is very poor. 
Do your combat stations have no Grav decks?
Right.  They are defense stations so crews typically rotate planet-side and back, or at least aboard a ship with a grav deck.
Title: Re: Warship Race Redux
Post by: Lagrange on 07 June 2020, 07:08:49
And having access to fero-aluminium armor doesn't mean that we have light or heavy.
I updated the Dire Bear to use FA instead of HFA.  Sadly, this means it will overheat by 3 when firing all forward facing weapons.  On the upside, it means you can cram in two more small lasers for even more capital missile crunching and it's a bit cheaper.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 June 2020, 07:15:26
More advanced armours are another thing that out tech tree doesn't have. But, arguably, it doesn't make a difference.
The broadside approach suffers from the same issue.  ...
Ah, sure, you can't really run away. But you don't have to close, either. Say, the hypothetical case of attacking NAC-armed stations. Not that those really exist.
And diving into melee isn't always what we want.
Actually, a question to the GMs: How do we handle mines? Are they a capital weapon or a standard scale weapon? I would assume the latter.
Title: Re: Warship Race Redux
Post by: Lagrange on 07 June 2020, 07:31:51
Ah, sure, you can't really run away. But you don't have to close, either. Say, the hypothetical case of attacking NAC-armed stations. Not that those really exist.
If we are in physics land, you can move forward with an infinitesimal velocity.  If we are in BT rules, then your minimum forward velocity is '1'.  Either way, since most combats are over in less than 10 minutes, either you or the stations will be dead before you close to NAC range.
And diving into melee isn't always what we want.
I agree.  It's possible to use either an aft or nose arc with the side hit location table since there is a 30 degree overlap between the side hit location and the arc fire.  This isn't that useful for the nose approach because you might just prefer more armor on the nose.  But if you load up on weapons in the aft arc and then use the side hit location table it becomes more compelling since it's a +2 to hit penalty.  Also, you can vector away more than is possible in the broadside arc.
Title: Re: Warship Race Redux
Post by: Lagrange on 07 June 2020, 08:54:56
I added a map of the capellan jump circuit and fort worlds.  I also realized one of them(Ward) wasn't settled yet, so I eliminated it which had a minor effect on the budget.  I also added some discussion about doctrine and jump circuit timing.  I believe everything is settled now (... hopefully later turns will be easier).
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 June 2020, 08:55:55
Do we actually have a K-F Adapter in our spreadsheet?
I've been wondering how I would actually deploy stations to my non-yard systems, and there was the recent discussion in "travelling the Milky Way", so I looked it up, and I noted I can't actually find the respective equipment in our sheet.
Title: Re: Warship Race Redux
Post by: Lagrange on 07 June 2020, 09:03:16
Do we actually have a K-F Adapter in our spreadsheet?
I've been wondering how I would actually deploy stations to my non-yard systems, and there was the recent discussion in "travelling the Milky Way", so I looked it up, and I noted I can't actually find the respective equipment in our sheet.
Space Stations can generally be built on-site, but I've arranged for anything that I want to transport to be under 100K so the Sailor's Mercy can stick it in a "Naval Repair Unpressurized" bay and jump with it.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 June 2020, 09:37:21
Yes, I actually have a 480kt repair ship on hand.
But, as far as I can tell/interpret the rules (and the coverage is somewhat sketchy), those function through integrated collars, aka are not internal, and as such would require a station with a K-F adapter (raising the cost multiplier to 20x). But I can't find that in our spreadsheet.
Title: Re: Warship Race Redux
Post by: Lagrange on 07 June 2020, 09:51:46
But, as far as I can tell/interpret the rules (and the coverage is somewhat sketchy), those function through integrated collars, aka are not internal, and as such would require a station with a K-F adapter (raising the cost multiplier to 20x). But I can't find that in our spreadsheet.
In TacOps I see: "Jumpships or Warships with repair facilities may jump while the facilities contain non-jump capable vessels, however, as these systems incorporate K-F drive booms."  so the stations need nothing special.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 June 2020, 10:38:27
Well, I read it as the K-F Adapter being the station's equivalent to a K-F Boom. My interpretation stems from p.105 IO:
Quote
The advent of the KF-boom for DropShips finally removed the weight limits imposed by internally-carried DropShuttles for interstellar voyages, and—in conjunction with the modern docking collars—paved the way for larger DropShips. This same technology, in the form of the space station KF adapter, also enabled an equally rapid deployment of space stations across the Inner Sphere.  ...
So I assume it just has a different name, but isn't automatically included.
I mean, why would it exist as an equipment option if the effect of it's use is integral to the parent entity no matter what?
Title: Re: Warship Race Redux
Post by: Lagrange on 07 June 2020, 11:00:02
Well, I read it as the K-F Adapter being the station's equivalent to a K-F Boom. My interpretation stems from p.105 IO:So I assume it just has a different name, but isn't automatically included.
I mean, why would it exist as an equipment option if the effect of it's use is integral to the parent entity no matter what?
My interpretation is that K-F Adapter and K-F boom do the same thing, it's just that K-F adapter is for a space station while K-F boom is for a dropship.  Both of these technologies enable the K-F field to envelop a docked craft and transport via jump.

But, a dropshuttle (= dropship without a K-F boom) and a normal space station can explicitly be carried via a naval repair bay.   

The advantage of the K-F Adapter / K-F boom approach is that undocking is instantaneous, docking requires 30 minutes, and it's significantly cheaper. 

The advantage of the naval repair bay is that it can assist repairs, there is no small upper bound on the scale, and it works for transport of any large craft unless it has a KF-core.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 June 2020, 11:51:40
 ??? Then why would stations over 100k ever have them, even though it is apparently assumed that they do?
Assembly takes longer than undocking, and a repair facility would possibly help with assembly.
Also, where can I read the part about repair facilities being able to jump with a drop shuttle?
I mean, the bays carry things through their integrated collars, after all.
Title: Re: Warship Race Redux
Post by: Lagrange on 07 June 2020, 13:52:02
??? Then why would stations over 100k ever have them, even though it is apparently assumed that they do?
My version of IO says that you can only use a KF-adaptor on a station that weighs 100K or less tons or on a larger station which is built as "modular".
Also, where can I read the part about repair facilities being able to jump with a drop shuttle?
That's just a logical conclusion as far as I know.  Able to carry space station => able to carry objects with no special KF-thingy => able to carry dropshuttle.
I mean, the bays carry things through their integrated collars, after all.
There's two definition of 'collar'.  One is the ability to dock with a large craft.  The other is the ability to transport through space. 
Title: Re: Warship Race Redux
Post by: marcussmythe on 07 June 2020, 22:35:53
The thing that (to my mind) keeps 1-arc from being the obvious to only choice is the scaling issues (as ships get larger, Fire Control issues with 1-arc boats climbs and climbs, though I doubt it ever climbs enough to counteract the advantage of not splitting your mounts), combined with flexibility issues (if nose must point at opponent to engage opponent, ability to maneuver and fire is somewhat constrained) and the much less generous nose critical table (lots of ways to get your ship crippled on nose, compared to broadsides).

I think collectively its enough to make the decision an interesting one, neither an absolute winner or an absolute stinker.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 June 2020, 04:56:21
My version of IO says that you can only use a KF-adaptor on a station that weighs 100K or less tons or on a larger station which is built as "modular".
Don't think they differ much - a modular station is just split into multiple parts, each of which can mass up to 100k and always uses a K-F Adapter (because why would you build it modular if you didn't want to transport it).
Quote
That's just a logical conclusion as far as I know.  Able to carry space station => able to carry objects with no special KF-thingy => able to carry dropshuttle.
The way I read it, they are not able to carry anything without a boom or adapter,
Quote
"as these systems incorporate K-F drive booms"
hinting at that they are compatible with vessels meant to fit collars. After all, it has been written that a jump-compatible dropship may not be carried internally (though the reasoning was a bit.... well).
Granted, this is a bit of historical fluff interpretation, the thought "why would they, after much thought and lamentation, develop a system to jump stations that massively increases their cost, if they could just slot the station into a repair facility and jump it without that cost attached?", but I think it is supported by:
Quote from: IO, p.121
Until the advent of the KF Boom and the corresponding “postboom” collars, DropShips weighing more than 5,000 tons could not be transported through hyperspace by any means other than as dismantled cargo. Even if the vessel possesses a naval repair facility of sufficient capacity, vessels carried within would still require a KF boom to enable transition through hyperspace.
Efforts to jump while docked with a vessel that lacks a KF boom will automatically abort the procedure

Quote
There's two definition of 'collar'.  One is the ability to dock with a large craft.  The other is the ability to transport through space.
It was my understanding that any modern collar (which we use in our ruleset) would include the "jump-ability".

But, ultimately, it doesn't matter much to me, so I may just forward a rules question over the week, and maybe one of the devs will spontaneously make something up tell us more of the intent of the rules. ^-^

But, while we're at stations and nose-only: I don't think anyone here seriously considers stations with uniform armament spread over all their facings to be a good idea?
All pure combat stations I've seen, including those I've built myself, seem to concentrate their weapons on a single arc, or maybe also the neighbouring arcs, including missiles that could potentially fire from a yet different arc. I assume (and I really haven't checked) that canon stations do not always follow this approach, but there's no logical, in-universe reason why they wouldn't. But I suppose that's like the book descriptions on warships telling us the windows making it look like decks running the length of the hull is naval hidebound-ness and inertia, when really it's just the artists not thinking about it.  :thumbsup:


Another thing: Can I pawn off my invasion ships to the army? I've found that historically, Japanese amphibious assault carriers were operated by the army. I've paid their maintance for rather long given they've been used only once.  :fine_print:
Oh, and I've been considering turning the last Block I Fubuki into a museum of sorts.
Title: Re: Warship Race Redux
Post by: Lagrange on 08 June 2020, 08:14:02
The quote seems to be from the "Primitive Large Aerospace Craft" section with a full context of:
Quote from: IO, p. 121
Note, however that some rules options available to large craft will be unavailable until the advent of suitable technologies during the "Primitive" period.  These include the following: ...  Even if the vessel possesses a naval repair facility of sufficient capacity, vessels carried within would still require a KF boom to enable transition through hyperspace. Efforts to jump while docked with a vessel that lacks a KF boom will automatically abort the procedure.
So, you are absolutely right with primitives and this confirms that with nonprimitives the limitation does not apply.

 It was my understanding that any modern collar (which we use in our ruleset) would include the "jump-ability".

It was my understanding that any modern collar (which we use in our ruleset) would include the "jump-ability".
Space Stations can have a Docking Collar.
Quote from: TO, p 304
...Docking Collar...  Available To: ...SS...
My understanding is that if a space station is missing a docking collar, then large craft can't really dock with it.

The thing that (to my mind) keeps 1-arc from being the obvious to only choice is the scaling issues (as ships get larger, Fire Control issues with 1-arc boats climbs and climbs, though I doubt it ever climbs enough to counteract the advantage of not splitting your mounts), combined with flexibility issues (if nose must point at opponent to engage opponent, ability to maneuver and fire is somewhat constrained) and the much less generous nose critical table (lots of ways to get your ship crippled on nose, compared to broadsides).
W.r.t. criticals, if a fleet-to-fleet combat is all about how many warships die in a turn, criticals matter much less. 

In non-fleet combat, the extra quantity of armor helps, but the criticals certainly do matter more.  The nasty ones seem to be CIC and Sensors which are together about a 1-in-3.5.  One such hit is painful (+2 to hit), two is crippling (+4 to hit), and with three (+6 to hit), you are combat-irrelevant.   Looking at the critical avenues,

W.r.t. flexibility, the nose arc is twice as wide as the broadside arc which compensates to some extent.  For example, by choosing your angle of attack, a nose design can start out taking damage in the side arc, take some damage there, rotate sides, take some damage there, and then shift to taking damage on the nose armor.   Altogether, against an enemy that is effectively stationary w.r.t. angle of attack, you can expend nearly all armor.
Title: Re: Warship Race Redux
Post by: marcussmythe on 08 June 2020, 10:14:46
Remember also for our purposes that -all- weapons have a chance of golden BB penetration critical events.  Basically rather than being magic on/off thresholds, the bigger the gun and the thinner the armor the greater the chance (with a mean around the published behavior).

Remember also that NGauss are treated as much more damaging than they are tor that purpose, as well as generating their own autocrit chances.  This is necessary, because otherwise NGauss are terrible - but an accuracy advantage, when I played with it, made them way too good.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 June 2020, 11:10:30
Yes, space stations can have plenty of docking collars. However, those are not automatically of the jump-supporting variety.
Quote
some rules options available to large craft will be unavailable until the advent of suitable technologies
, to me, at least, does not mean that they automatically have it after wards.
Nor does it read that once dropships with K-F Boom collars are available, Repair facilities can suddenly transport vessels without them.

I agree and concede that we're working with conjecture a bit here.
Anyways, my reading would be:

From what I read, you disagree with either point 4 or 5?

Alas, there is probably no definitive answer for now. I might get around to asking that eventually.

Regarding N-Gauss: I think the medium might need less help than the large one, and definitely less than the small. However, the light N-Gauss is also the single longest ranged weapon bar bearings only launches. That's gonna count for something. Though N-Gauss are still far better even vanilla than Mass drivers. I wonder, with the better rifles and non-discreet positioning, would the canon Soyal have a point?
Which fittingly was fielded by the capellans.
Title: Re: Warship Race Redux
Post by: Lagrange on 08 June 2020, 12:09:35
Yes, space stations can have plenty of docking collars. However, those are not automatically of the jump-supporting variety.
Right: docking collar is not equivalent to jump capacity.
, to me, at least, does not mean that they automatically have it after wards.
It's a big editing no-no to reiterate existing rules as a rules change under some condition (i.e. primitive status).  An editing error can't be ruled out though, so please go ahead and ask the devs.
Nor does it read that once dropships with K-F Boom collars are available, Repair facilities can suddenly transport vessels without them.
The Tacops text says that the K-F booms are integrated into repair facilities.  My understanding is that as soon as that happens, anything inside the repair facility without a KF-core can jump.
From what I read, you disagree with either point 4 or 5?
With both actually. 
For 4 I would say that "Space Stations that are intended to jump via a standard jumpship or warship docking collar in the same way as a dropship need a KF-adaptor."
For 5, I would say that "Repair Facilities have KF-booms built into their structure so that any unit contained within that does not have a KF-core can jump with the ship.  Repair Facilities also have 2 internal docking collars." 

Regarding Naval Gauss, I hadn't realized there is a house rule here.  I don't believe it's required. 
 
HNGs are admittedly a little bit anemic---they should do 35 capital damage.  Nevertheless, 30 capital damage at extreme range with slightly more tonnage than 2 HNPPCs is not a bad choice.  Anyways, I'm confident that Naval Gauss will be used without any special treatment.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 June 2020, 15:50:04
The Tacops text says that the K-F booms are integrated into repair facilities.  My understanding is that as soon as that happens, anything inside the repair facility without a KF-core can jump.
Ah, ambivalent grammar. I read it as the assumption that the unit inside is assumed to have a K-F Boom.
You know, that actually makes a certain amount of sense. Can't deny that. Would certainly help with recovering damaged ships, too. It's also closer to the phrasing used.
Curious. 

Ok, guess I wrote about it again when I said I wouldn't anymore.
Regarding Naval Gauss:
It is true, looking at our environment, that the extra range is a significant edge for the light Gauss, while the N-Gauss' biggest weakness in Battletech battles, the inability to properly bracket, isn't a factor (as far as I understood, and certainly not yet).
However, their cost is - and we do use that.
The NL/55 has just 2 less range - yes, that's two less, which is a notable difference, I admit, but it's still 2 more than HNPPCs and 4 more than Barracudas - and, ignoring it's utility against fighters for a moment, 55 of them deal about the same damage as 20 light N-Gauss (2.5 more, actually) while saving about 13000 tons mass (~14.4%), and, in a test ship I built for the purpose, costing 700m less. That's a lot of money.
The medium is indeed pretty good, just 400m more expensive than 20 HNPPC at the same damage and range and, as you say, leaving 8 slots open (though once you get above that anyways, that advantage goes out the window), which is admittedly an advantage few ships will be able to leverage.
Meanwhile the heavy...  ugh.
Another 200m more expensive, shorter ranged, and around 4000 tons heavier for the same damage.

So having them get both a crit chance like a missile and a higher chance of a penetrating crit might be a bit much. Light and heavy guns getting a missile-like chance, or the effective damage for golden BBs being raised by 10/5/15 would be absolutely justified given their enormous cost, though. And it really fits the missiles, does it not? Sort of inverted. They aren't in line, the middle one gets a better crit than the heaviest one (and slightly more fuel in the case of T-Ops).

With range brackets, I would indeed give the LNG a to-hit bonus at long and extreme range, in the same way that the Barracuda gets a to-Hit bonus in brackets because of its high short range when using actual ranges(the barracuda is arguably better in brackets). But, we aren't using those.
Title: Re: Warship Race Redux
Post by: truetanker on 08 June 2020, 16:35:55
Quote
Rumors have reached Illyria that the Marians are purchasing older Terran Hulls, but the pair of Cruisers or Lolas the Marians could afford do not concern the Palatinate Navy.


BWAAhahahhhalololololololol..... holding my sides to contain this infectious laughter in...


I so love this!

TT
Title: Re: Warship Race Redux
Post by: kindalas on 08 June 2020, 21:16:07
Second Part of Lyran turn fiction is up.

Tomorrow a veritable TRO is going up.
Title: Re: Warship Race Redux
Post by: truetanker on 08 June 2020, 21:20:40
Finished with my updated Legion-class Light Dropship.

And added more fluff...

TT
Title: Re: Warship Race Redux
Post by: Jester Motley on 09 June 2020, 00:17:59
Second Part of Lyran turn fiction is up.

Tomorrow a veritable TRO is going up.

More than I posted this turn?  Woof, that's gonna be a lot of designs.
Title: Re: Warship Race Redux
Post by: kindalas on 09 June 2020, 14:35:29
More than I posted this turn?  Woof, that's gonna be a lot of designs.

When I realized the scale of what I was doing I decided that to do it properly I would have to break it down into chunks.

Can't just say boom FC armor and LiFu Batts on everything.

Have to give each design the respect it deserves.

And I want to push the game's narrative so I can't just have smart logical designs that focus on min maxing. I need to kind of match the ERA's age of war narrative where everything starts to spiral out of control.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 09 June 2020, 18:00:46
What? Nah, I'm an advocate for peace.
The Combine has long been an advocate for mutual economic support and harmony.
Once that minor uprising on the coreward border has been squashed, the dragon'll be docile as a kitten.  O:-)
I'm with you can it comes to insane designs, though.  ;D
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 09 June 2020, 22:38:47
Question for the masses....

So I just thought if this: a variant costs for R+D 10% of the ship cost, can’t be a change of more than 20K tonnage and 10 SI between the two.

For example the Lola I is 680K and 50 SI. Variant A can then be 700K and 60 SI.

Can Variant B then become 720K and 70 SI? Can this be done on the same turn as long as the R+D costs are paid? How many times could one do this per turn (assuming you had the money for such research). Does a variant have to built or can it simply be theoretical?

Thoughts while I’m driven crazy at work and trying to ignore the crazy customers.
Title: Re: Warship Race Redux
Post by: truetanker on 09 June 2020, 22:51:11
Conundrum I have is : Why is it called a Double U when it's clearly twin V's? ( w )

But in answering your question :

I'd allow it, if I was running this, but limit it to half the original SI so it can only go up 75 SI... any more just strains the structure. But you can triple the original tonnage, just not the SI, if you got the money.

TT
Title: Re: Warship Race Redux
Post by: kindalas on 09 June 2020, 23:03:10
Question for the masses....

So I just thought if this: a variant costs for R+D 10% of the ship cost, can’t be a change of more than 20K tonnage and 10 SI between the two.

For example the Lola I is 680K and 50 SI. Variant A can then be 700K and 60 SI.

Can Variant B then become 720K and 70 SI? Can this be done on the same turn as long as the R+D costs are paid? How many times could one do this per turn (assuming you had the money for such research). Does a variant have to built or can it simply be theoretical?

Thoughts while I’m driven crazy at work and trying to ignore the crazy customers.

Because each variant costs 10% for R&D and a brand new design costs 25% for R&D I don't think that there is a cost savings to be had.

Especially considering that a refit of an existing hull counts as a variant but is much more limited in what is possible.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 10 June 2020, 04:16:26
... So I just thought if this: a variant costs for R+D 10% of the ship cost, can’t be a change of more than 20K tonnage and 10 SI between the two.

For example the Lola I is 680K and 50 SI. Variant A can then be 700K and 60 SI.

Can Variant B then become 720K and 70 SI? ...
I've thought about this. No infinite chains for the same cost, of course, but you could potentially make a "double variant" per the rules and a new ship design close to an existing one for just 21% prototype cost.
Not sure the gains would really be impressive.

Conundrum I have is : Why is it called a Double U when it's clearly twin V's? ( w )
Because u and v were originally the same letter, I assume.
Title: Re: Warship Race Redux
Post by: Lagrange on 10 June 2020, 07:37:37
I made some minor updates to the CC turn since folks aren't finished.

(a) I added 1 BC/arc to the Deep Habwr.  This helps keeps any commercial captains from getting piratey.
(b) I added a few extra defense stations, as I realized I hadn't quite accounted for everything.  I also added a few spares so there are an even 650.
(c) I added a few spare Deep Habwr in case of loss/need so there are an even 60.

I made some adjustments to the master sheet to reflect the above.  In addition:
(1) the NL55s of the Pallada II are in the aft-side arc not the nose.
(2) It's easy to get confused between infantry bays and troops so I wrote out the full troop number.
(3) I added in the many new jumpships required to support the circuit.

Edit: a few more details
- A more optimized Heartbeat circuit (with a nifty new map).
- Added a secondary Highway network for faster warship transport (and commercial use).
- Expanded recharge stations to every world.
- Reduced Sailor's Mercy purchases to 6.
- Rearranged fleets and filled in details.
- Updated master spreadsheet to reflect the above.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 June 2020, 08:38:22
I just noticed I didn't update the sheet with my turn info. Sorry to move all the work your way, Smegish.  :-[

Sooo...  can I pawn up my invasion troopships to the army? I assume they'd be occasionally seen on the occasion of an actual invasion, but otherwise be out of my responsibility (and control).
Also considering turning the last Block I Fubuki into a museum- Again, I'd lose out on the scrap value, but it is the last surviving example of the first true combat design of the Combine, and it is a small price to pay for a monument to the pride of the nation.

@Lagrange
I've asked the question. I expect we might have an answer for the next iteration of the race. Carry on.  ;)
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 June 2020, 08:42:06
I understand that its not fun paying for capabilities that arent being used.

A note: 
1.)  A count of invasion capability went into your land grab from the Terrans.
2.)  History indicates that the best way to discover you need a capability is to get rid of it.
3.)  If it moves in space, for this game, its navy.  If you dont do spacelift and invasion support, then the DC becomes less capable in that regard.  How you feel about that is up to you, and the Coordinator.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 June 2020, 08:52:11
True about that.
Though my driving force in this regard is actually that the DC military, on the Navy side, is sort of inspired by the imperial Japanese Navy - and during that time, their Army actually had their own light carriers.
But I suppose a simplification of proceedings in the context of our game makes sense, so I guess I'll keep them. Until I build something bigger, of course.
Title: Re: Warship Race Redux
Post by: Lagrange on 11 June 2020, 11:23:49
True about that.
Though my driving force in this regard is actually that the DC military, on the Navy side, is sort of inspired by the imperial Japanese Navy - and during that time, their Army actually had their own light carriers.
But I suppose a simplification of proceedings in the context of our game makes sense, so I guess I'll keep them. Until I build something bigger, of course.
Why not just say "The army will take over running the ships."?  In the game, the budget will get divided between the naval part of the army and the navy.  You can setup whatever constraint you want on how the overall budget is subdivided.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 June 2020, 11:29:22
Well, I'm just running the navy side.
And my budget is just the Navy's budget. That said, I would assume the DCMS has a say in where those ships go. So the abstraction marcus alludes to means it might as well, as we, as players and head of our nations admiralty, don't really have a say about what happens where, how. We just give guidelines. So whether I assume the Army runs those ships with support of a few naval technicians, or they are the Navy's, but the army fills them with purpose (troops, I mean troops) makes no apparent difference on the rules level.
Title: Re: Warship Race Redux
Post by: Lagrange on 11 June 2020, 11:46:28
Well, I'm just running the navy side.
If you think of yourself as "running the ships" rather than "running the navy", I believe you have all the flexibility needed.
Title: Re: Warship Race Redux
Post by: marcussmythe on 11 June 2020, 12:01:39
Think of it as 'being responsible for design work and budget for things that move in space or directly implicate things in space (like HPGs and Castles)'

Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 June 2020, 12:17:35
Think of it as 'being responsible for design work and budget for things that move in space or directly implicate things in space (like HPGs and Castles)'
??? But then I'd also be responsible for army dropships, and I can assure you I'm not.
Sure, an invasion warship may be in the Navy's budget, but where it goes is for the coordinator or the warlords to decide.
Meanwhile, I assume the actual Navy, the fleets, are not ordered based on the districts, and as such not under direct command of the warlords.

... wait. Does that mean we can design our own castles?
I feel a little squeamish with importing Naval PPCs from...   somewhere.  <.<
Title: Re: Warship Race Redux
Post by: Lagrange on 11 June 2020, 15:47:06
Another approach: You might ask the GMs to slice off part of your budget and ships to be run on behalf of the army (if they have the time/will).  The DC would effectively become partly NPC.
Title: Re: Warship Race Redux
Post by: kindalas on 12 June 2020, 18:51:15
Had to post the Lyran TRO for this turn as a separate entry.

Just formatting my budget numbers for posting.

Budget is up.

All of the technical parts of my turn are available.

I've just got the fleet breakdowns and ship names to do.

and some fluff about the Snotra and how it hasn't been refitted and how it is to be used in the Lyran Fast navy.
Title: Re: Warship Race Redux
Post by: Lagrange on 12 June 2020, 21:48:02
I tweaked the Capellan Confederation turn again to squeeze in vehicular drop chutes and added in the "Messmaker" artillery based hovercraft which is terrifying destructive on open ground due to the combination of speed, range, deep ammo bins, and switchable ammo (standard, cluster, thermobaric). 

If the gunner is bad or even average, it's terrifyingly destructive in a bad way due to the notorious inaccuracy of artillery.   But, in the hands of good gunner, it has real potential even in direct combat.
Title: Re: Warship Race Redux
Post by: Smegish on 12 June 2020, 22:34:01
While you can build ground forces if you want, they are largely irrelevant to this game.
Title: Re: Warship Race Redux
Post by: Lagrange on 13 June 2020, 06:31:26
While you can build ground forces if you want, they are largely irrelevant to this game.
I know---I just threw it in while waiting for the turn to finish.  The Messmaker design is a fun one in my experience as it's quite good at open field combat.  Close quarters combat or any situation where you can't afford "accidentally" destroying everything in the battlezone are another story.

All the technical elements of turns are in now, right?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 June 2020, 08:23:51
I think we should actually agree on what spreadsheet we now use.
Lagrange posted a modified one a while that fixes some rounding issues with the fire control and also incorporates what I believe to be errata or a clarification regarding crew quarters - namely that they are apparently supposed to be free.
I personally dislike that change, as that means there's no point in not installing first class quarters for the crew on every vessel, and for most passengers unless it's a troop transport. But I digress.
Looking, as an example, at the Yi-Bai station, adding the cost for crew quarters as I've been using them so far adds a third to the total cost. I think it is relevant we all use the same system here.
Title: Re: Warship Race Redux
Post by: kindalas on 13 June 2020, 08:30:18
I think we should actually agree on what spreadsheet we now use.

I think that we should use MML 0.475 because it is what I have been using and I have double built a number of units and the numbers match when I've checked.
Title: Re: Warship Race Redux
Post by: Lagrange on 13 June 2020, 09:17:05
I think it is relevant we all use the same system here.
I agree.   

I posted the fixes so designs are accurate according to the rules.  My preference is that we use the standard rules, but obviously using the same rules is more important.

W.r.t. the cost of crew quarters, it's on page 160 of Strategic Operations under "Special Exemption: Crew/Passenger Quarters...".  It's not errata or a clarification---it's just the rules.  Note also that life support costs remain.

W.r.t. the Yi Bai in particular, if we wanted to houserule that the full costs of quarters is incurred, then the design would shift to use cheaper quarters than first class because it's all about cheap firepower.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 June 2020, 09:25:01
I think that we should use MML 0.475 because it is what I have been using and I have double built a number of units and the numbers match when I've checked.
I thought we decided to not do that?  ???
It does, for one, require us to allocate ammo to every facing and I believe also forces at least 10 rounds per gun?
It also is a serious hassle if mounting large groups of guns - installing, say, 90 barracuda tubes with 5 rounds of ammo each is way more comfortable in the spreadsheet.
Though MML has come around nicely in recent years and certainly is an easy and quick way to do new ships.
Title: Re: Warship Race Redux
Post by: marcussmythe on 13 June 2020, 09:38:17
It seems to me that we either change to the corrected rule (and redesign everything we already have) or leave as was (with quarters not being free).

Im inclined to the ‘not redesign literally everything’ approach, but if people really think it will make a huge difference, I could be talked around
Title: Re: Warship Race Redux
Post by: kindalas on 13 June 2020, 09:51:01
I thought we decided to not do that?  ???
It does, for one, require us to allocate ammo to every facing and I believe also forces at least 10 rounds per gun?
It also is a serious hassle if mounting large groups of guns - installing, say, 90 barracuda tubes with 5 rounds of ammo each is way more comfortable in the spreadsheet.
Though MML has come around nicely in recent years and certainly is an easy and quick way to do new ships.

The output from MML is so much more useful. Whenever I use the spreadsheet I spend as much time formatting the output to post as I do designing the ships.
Title: Re: Warship Race Redux
Post by: Lagrange on 13 June 2020, 09:54:27
It seems to me that we either change to the corrected rule (and redesign everything we already have) or leave as was (with quarters not being free).

Im inclined to the ‘not redesign literally everything’ approach, but if people really think it will make a huge difference, I could be talked around
I was imagining something like "change to the correct rule and use that for new designs", so no additional work is required.  Fluff-wise, this could be about new building techniques and standards.
Title: Re: Warship Race Redux
Post by: kindalas on 13 June 2020, 09:57:46
Let me put it this way, I'm not prepared to fight with Google sheets to build ships unless the other options have a measurable discrepancy in cost.

Title: Re: Warship Race Redux
Post by: Lagrange on 13 June 2020, 10:04:04
Let me put it this way, I'm not prepared to fight with Google sheets to build ships unless the other options have a measurable discrepancy in cost.
How does your version of MML handle quarters costs?  Is it 5K each (before multiplier)?

I kind of prefer the sheet personally since I can post a link to it.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 June 2020, 10:09:46
I personally just think it is absolutely silly to not have to pay for better crew accommodations. Given the scale of the vessels, specifically weight, there is no sane reason to not give everyone first class quarters. On my average ship that's what, under 1500 tons of cargo? I already feel that's a decent investment.
Admittedly, it's also kind of silly that stations have to pay more for quarters. But not having to pay for them at all makes stations even more liable to the "luxury for everyone" approach, given they usually have more cargo space and need less. I do concede that no cost for quarters is the official line, and while I'd much prefer house-rules for cost on a lot of things, we haven't gone that path.
MML seems to still require payment for the quarters.

What exactly was the issue with the google spreadsheet? I know I've preferred MML in the past, as well, and besides the incredible clunkiness of adding large weapon bays, have really no argument against it, but I've also had no issues with the spreadsheet.
And I just require 4 copy-pastes to push the output on the forum. That's 3 more than in MML, yes, but hasn't personally harmed me yet.
Title: Re: Warship Race Redux
Post by: Lagrange on 13 June 2020, 10:33:24
I believe that historically "no cost for quarters" was a rule created for the dropship multiplier, since that made troop carriers infeasibly expensive.  This was then extended to all large craft and smallcraft.

MML 476 seems to be double-bugged in the sense that you pay for quarters (wrong) but not for life support (wrong).  These happen to cancel out to give you the right answer for steerage quarters.


Title: Re: Warship Race Redux
Post by: Daryk on 13 June 2020, 10:45:00
Life support costs plus the ship multiplier make people hideously expensive, regardless of how you house them.
Title: Re: Warship Race Redux
Post by: Jester Motley on 13 June 2020, 10:52:39
If 4-5 cut and pastes is to much, I could see about changing the spreadsheet output. 

Warship design is fairly new in MML, as I recall, and there are a number of bugs I've found when using it lately.  For instance, I can't hand edit the tonnage, for instance, so I have to hold the up arrow down for forever to get to 1.5mt.  When I cut and paste from MML, I got some format issues I had to fix by hand, so for me MML was worse in that regard.  I also ran into a persistent bug that forces me to kill the MML process, losing progress on work.  I haven't been able to figure out what reproduces it consistently, or I'd have submitted a bug report or a fix.  I think its a memory leak issue over time?  But then I've had it trigger right away when loading from a save too, so... yeah. 

As much as I love the MM suite (I've a merc company that has been through 7 different revisions of mekhq now), my vote is spreadsheet for now.  And I'm willing to adjust or change things how we want on the sheet, if we can come to a consensus.
Title: Re: Warship Race Redux
Post by: Jester Motley on 13 June 2020, 11:01:59
MML shows max armor as 4500 tons for a 1.5mt 3/5 150SI warship, spreadsheet shows 4200 tons.  Which one is right?  Nevermind, found the issue, I'm clearly not yet awake today.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 June 2020, 11:30:09
MML indeed did not properly support warships by the first iteration of the warship race. It has been improving by leaps and bounds, though.
Personally, I'd prefer if we kept a cost for quarters, but made it independent of the cost multiplier - that way, stations and dropships don't pay a ridiculous amount extra.
Cost, after all, is the only lever we have to facilitate interesting decisions that doesn't affect regular play (aka would make our designs incompatible with canon battletech).
I've found that MML .47.5, for me, at least, is usually within 50m of the spreadsheet price, and first class quarters definitely cost more than second.

It does, still, occasionally crash or bug out, but that, too, has recently been reduced notably (in my opinion)

Regarding the spreadsheet output, I personally don't see the problem, but an easy solution could be to just have it all above each other - then it'd only be 1 C&P.
A Quality of Life feature for the spreadsheet would be to automatically mirror the side locations.

Btw, why is the dropship multiplier so excessive? It doesn't matter much on lower sizes, but starting with what we'd call a higher end "medium" dropship, the costs get rather ridiculous rather quickly. A Castrum costs more than a corvette as we build them atm.
Which leads me to a sub-question: What would we need to change to support dropships in the spreadsheet? Just the cost-multiplier and standard armour? Well, and obviously fire-control limits.
Title: Re: Warship Race Redux
Post by: Jester Motley on 13 June 2020, 15:02:10
It does, still, occasionally crash or bug out, but that, too, has recently been reduced notably (in my opinion)

Regarding the spreadsheet output, I personally don't see the problem, but an easy solution could be to just have it all above each other - then it'd only be 1 C&P.
A Quality of Life feature for the spreadsheet would be to automatically mirror the side locations.

Which leads me to a sub-question: What would we need to change to support dropships in the spreadsheet? Just the cost-multiplier and standard armour? Well, and obviously fire-control limits.

MML is barely usable for me with how bad the bugs and crashing can get.  And its so so clunky trying to put weapons into sections and ammo.

Not sure mirroring is possible?  It's a lot more hairy than you'd think, given the way the sheet does calculations and what-not.  I'll take a look.  But for me, I just copy-n-paste and get there pretty quick and easy.  Helps me too, since I often mirror Front/Aft since I favor broadside engagements. 

The biggest problem with doing 1 column is that there will be large chunks of whitespace between sections, to accommodate any length and number of weapons/equip/ammo/etc.  But... let me see if I can use some filtering and/or some javascript.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 June 2020, 15:38:12
I know it's possible in excel to generate lists from that that don't have excessive white space. Not sure about google spreadsheets.
But, excess white-spaces would be easy enough to delete after a copy&paste. I'm sure there'll be a solution.
Title: Re: Warship Race Redux
Post by: Lagrange on 13 June 2020, 16:22:50
This discussion made me take a close look at the calculations around quarters and life support revealing two more bugs in the sheet.
Anyways, I made the changes in the spreadsheet here (https://docs.google.com/spreadsheets/d/11SbQ3R1b_P44yznQEmPfc7XHKWc8aELd_TuN-HL3_QM/edit?usp=sharing).  As for getting rid of whitespace in the spreadsheet, that seems good to if it can reasonably be done.

I think the GMs should just make a decision about what to do.  My preference is to switch over to this sheet for new designs, because I think it would be good for these designs to be usable by others (outside this game) without caveats.  Also, I don't fully understand the concern about the realism of first class quarters costing the same as steerage quarters---to me it seems reasonably realistic that larger craft have space for larger quarters and I expect to see plenty of variation in chosen quarters going forward.  (The bugfixes here will surely increase the cost of CC units which tend to have many bay personnel, but that seems fine....)

Edit: I calculated the impact of the above on the CC ships this round: Yi Bai +5M, Kuan Yin II +70M, Pallada II +47M, Habwr Diogel II&Deep Habwr +2M, Sailor's Mercy +0M.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 13 June 2020, 19:04:39
My concern is that, unlike most people just playing matches or scenarios/short campaigns in battletech, ours is an exercise in design and economics, first and foremost.
Anything that takes away nuances in that area reduces the complexity and choice we face, all the while having next to no impact on the average player, as, as far as I can tell, very few of them balance by cost, to say nothing of our maintenance system and yard size restrictions. Whether we factor in costs in one way or the other has no practical impact on the vast majority of people that might look at our designs, but it does have an impact on us.
If all quarters are free, we might as well just delete them from out considerations - I certainly would give 1st class for everyone unless it was assured to make absolutely no difference, and ignore that part completely if that was the case.

When it comes to bay personell, now that you mention it, we might need an option to shift over personell from bays into quarters. I usually allocate extra quarters for shuttle captains etc., and in the case of my invasion transports have provided full steerage quarters for all Infantry while still having bays meant to stop their equipment and facilitate organisation.
Given that the sheet might assume them to be filled, and thus have running costs, it would be helpful to have a way for the program to know they aren't.
Title: Re: Warship Race Redux
Post by: Lagrange on 13 June 2020, 21:13:20
If all quarters are free, we might as well just delete them from out considerations - I certainly would give 1st class for everyone unless it was assured to make absolutely no difference, and ignore that part completely if that was the case.
The relative sizes of quarters impose a real variation in costs.  For example, I suspect the troopers on your invasion transport will likely not be upgraded to first class quarters since the bulk tonnage required is to great.  This isn't a direct cost, but given that you need two transports to move the same number of troops in first class as steerage, cost certainly comes into play and is typically quite significant.  I know zero rules about the relative performance of personnel in 1st/2nd/steerage quarters, so the decision to provide one or the other is a relatively arbitrary choice as far as BT is concerned.

I think the important question for the game is: Are we aiming to use BT rules or are we aiming to use starting rules?  Both seem like reasonable choices.  My preference is a gradual shift towards BT rules where they differ from starting rules by mistake. 
Title: Re: Warship Race Redux
Post by: kindalas on 13 June 2020, 22:51:06
Added Fleet deployments and doctrine changes to my turn.

Explained how the "Age of War" doctrine works and tried to keep it vague enough to give the GMs room to let it fail or succeed in dramatic fashion.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 14 June 2020, 04:17:35
The relative sizes of quarters impose a real variation in costs.  For example, I suspect the troopers on your invasion transport will likely not be upgraded to first class quarters since the bulk tonnage required is to great.
I personally dislike that change, as that means there's no point in not installing first class quarters for the crew on every vessel, and for most passengers unless it's a troop transport.

I don't know the impact either, but I assume it has some.
As for what we aim for: I personally aim towards an interesting and engaging design environment to facilitate an equally interesting warship race. I don't care if other people will "use" those designs, because I personally can not fathom how anyone would want that. Either make your own, or use canon. I never understood people looking for build guides in RPGs, either.

Given that we have cost considerations to take into account, the biggest of which being actually maintenance, don't have discrete facings, and use a completely different tech progression, I'm not sure how relevant those considerations can be, going forward. So I'm just adverse to reducing complexity of choice. But I suppose I'm ok with whatever is decided.
Title: Re: Warship Race Redux
Post by: marcussmythe on 16 June 2020, 07:49:00
1.)  Spreadsheets - just so its clear to me, according to the rules you found, despite things like quarters having a cost, they actually DONT have a cost?  Does this 'gold plated toilets are free' rule apply to all space things, or just space stations?  Help me understand the dimensions of the change this would make, and I'll try to have a succinct answer on how we want to deal with it.

2.)  The more time I spend in this design space, the more I become convinced we are trying to make a silk purse out of rules that amount to a sow's ear.

3.)  Next turn work is dragging - Smegish and I are both struggling with some writer's block, as well as (at least in my case) an ongoing attack of Real Life.  Hope to have all done by the end of this coming weekend.  Im also noting the length of this one as opposed to the last one, and wondering if there is a burnout factor around 6 turns processed.  :(.  Nonetheless, its my intention to soldier on for so long as I can.
Title: Re: Warship Race Redux
Post by: kindalas on 16 June 2020, 08:46:34
1.)  Spreadsheets - just so its clear to me, according to the rules you found, despite things like quarters having a cost, they actually DONT have a cost?  Does this 'gold plated toilets are free' rule apply to all space things, or just space stations?  Help me understand the dimensions of the change this would make, and I'll try to have a succinct answer on how we want to deal with it.

2.)  The more time I spend in this design space, the more I become convinced we are trying to make a silk purse out of rules that amount to a sow's ear.

3.)  Next turn work is dragging - Smegish and I are both struggling with some writer's block, as well as (at least in my case) an ongoing attack of Real Life.  Hope to have all done by the end of this coming weekend.  Im also noting the length of this one as opposed to the last one, and wondering if there is a burnout factor around 6 turns processed.  :(.  Nonetheless, its my intention to soldier on for so long as I can.

If you need help turning results into story let me know.

And there are 4 more turns before I get to bring Jacquline Angler back so hold in there.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 16 June 2020, 09:12:50
1.)  Spreadsheets - just so its clear to me, according to the rules you found, despite things like quarters having a cost, they actually DONT have a cost?  Does this 'gold plated toilets are free' rule apply to all space things, or just space stations?  Help me understand the dimensions of the change this would make, and I'll try to have a succinct answer on how we want to deal with it.
It appears (pure conjecture following) that in an effort to make troop dropships feasible despite their horrific x28 cost multiplier on everything (/guess), tptb have removed quarters costs from all advanced aerospace units. Which, indeed, can mean goldplated toilets for everyone besides ground infantry. It does, admittedly, not have a massive effect on the cost of warships, courtesy of their jump drive taking care of that.

Quote
2.)  The more time I spend in this design space, the more I become convinced we are trying to make a silk purse out of rules that amount to a sow's ear.
::) Well, yeah. Hence I asked for some more house rules in the past.  ;D The sow is still attached, though.


Maybe we should plan future races around a length of 7 turns?   :D
We could try to find more options to let players help you out. Besides the obvious outsourcing, maybe also roll the dice for the first half of the battle, send a rough and abstracted description to the player who built the fleet, and ask them what they think their admiral would do, and write a half page detailing that. Think of it as a writing promt, if you will.
Could also, in the future, have more low-intensity conflicts. Armed merchant shipping and so on, interspersed with a few decisive fleet battles.
I mean, the last turn was exceptionally long. If it doesn't drop at least slightly below that, I have no doubt we're done before turn ten. Take your time.  :)
Title: Re: Warship Race Redux
Post by: marcussmythe on 16 June 2020, 10:05:28
It appears (pure conjecture following) that in an effort to make troop dropships feasible despite their horrific x28 cost multiplier on everything (/guess), tptb have removed quarters costs from all advanced aerospace units. Which, indeed, can mean goldplated toilets for everyone besides ground infantry. It does, admittedly, not have a massive effect on the cost of warships, courtesy of their jump drive taking care of that.

So, it is a rule, created to solve a problem made by another rule, which was created to solve a problem...

I would suggest before anyone else starts another one of these a long and jaundiced look be taken at almost all of the rules, especially ship costs - because Im starting to think playing by the rules as written generates things that look NOTHING like the ships that are 'supposed' to have been produced by navies operating under the constraints suggested by the rules.

Provisional Ruling:  When possible, use the most updated version of the spreadsheet for newest designs.  Older designs can remain on older spreadsheets, or be updated as you see fit. If Gold Toilets are free, so be it.  If this makes space stations even more absurdly cheap, so be it (stop cheering, Lagrange, I can hear you from here. :) )

Title: Re: Warship Race Redux
Post by: UnLimiTeD on 16 June 2020, 10:42:11
The most updated version from the start of the thread, or the ones Lagrange posted?
Im starting to think playing by the rules as written generates things that look NOTHING like the ships that are 'supposed' to have been produced by navies operating under the constraints suggested by the rules.
Not trying to be snarky here, but... you notice that now?  :P

Canon BT ships have far fewer weapons than they could or should. Missiles only work as long as they barely exist. The Fire control rules encourage you to place weapons in a weird alternating pattern, and most canon ships are armed with glass and cardboard.

I suspect this is mostly due to a lot of the existing ships NOT having been designed under the existing ruleset. Some were designed before those rules existed, which leads to ships with odd weights and supersized shuttle hangars, others were designed under the old AT2 rules (that I've never read) that also gave us fighters like the Chippewa. I assume that armour just didn't work very well under that ruleset.
Which the newer books acknowledge, see the mention of the Agamemnon in ... SO, I believe?
What a canon design can look like if the author intends to make it a good ship can be seen with the Thera and Leviathan 2.

I also have a feeling that, in an analogy to real world naval warfare, the Warship is supposed to have been somewhat surpassed by the Aerospace fighter.

So, it is a rule, created to solve a problem made by another rule, which was created to solve a problem...
Beautifully said.  ;D
Title: Re: Warship Race Redux
Post by: Lagrange on 16 June 2020, 11:46:49
I would suggest before anyone else starts another one of these a long and jaundiced look be taken at almost all of the rules, especially ship costs - because Im starting to think playing by the rules as written generates things that look NOTHING like the ships that are 'supposed' to have been produced by navies operating under the constraints suggested by the rules.
Indeed. 

The 1:10 capital ratio results in absurdity.  Shifting to our 1:100 houserule, the lack of standard scale weapons is at least excusable.  The lack of point defense however seems inexplicable. 

Provisional Ruling:  When possible, use the most updated version of the spreadsheet for newest designs.  Older designs can remain on older spreadsheets, or be updated as you see fit. If Gold Toilets are free, so be it.  If this makes space stations even more absurdly cheap, so be it (stop cheering, Lagrange, I can hear you from here. :) )
Actually, it's more expensive.  I found and fixed two more bugs---the sheet was not taking into account bay personnel (which it should be) for the purpose of calculating life support and the sheet was taking into account the cost of infantry bays (when it should not).  The newest bugfix version is here (https://docs.google.com/spreadsheets/d/11SbQ3R1b_P44yznQEmPfc7XHKWc8aELd_TuN-HL3_QM/edit?usp=sharing).  Can you update the first post link?

The net effect is always more expensive.  The relative increase in price is greatest for space stations because they are cheap and have the highest multiplier.  The impact on warships is near negligible.   I'll deal with the fallout for CC next turn. 

I'm also happy to help with the turn.
Title: Re: Warship Race Redux
Post by: marcussmythe on 16 June 2020, 14:23:08
Can you update the first post link?

I'm also happy to help with the turn.

1.)  Its updated.
2.)  If I could figure out a way to conveniently parcel out work, a-la folding at home for this sort of thing, I would.  I appreciate everyone's willingness to step in and load share.  Its just that currently everything is so much of a single piece that there isnt (that I see) a good way to do that.  Though I will spare a few clock cycles to see if I can come up with one.
Title: Re: Warship Race Redux
Post by: truetanker on 16 June 2020, 14:30:49
Why not state the results in a PM or post it and we type our own results based on that?

Like Marian expans 2 planets but had a scrimmage with FWL, lose 3 warships and 6 JS, etc. And I'll have to type it in, same as the FWL  player.

TT
Title: Re: Warship Race Redux
Post by: kindalas on 16 June 2020, 14:34:05
Winners do write the history books.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 16 June 2020, 18:34:28
If I want to seat bay personell in quarters, how would I do that? Manually reduce the quantity? Also, now that I think about it, using small craft bays for fighters causes another 3 men to automatically be added to the bay. I should probably abolish this practice.  :))
Title: Re: Warship Race Redux
Post by: Lagrange on 16 June 2020, 19:33:45
If I want to seat bay personell in quarters, how would I do that? Manually reduce the quantity? Also, now that I think about it, using small craft bays for fighters causes another 3 men to automatically be added to the bay. I should probably abolish this practice.  :))
You can use cargo to ship things and quarters to ship people.  The disadvantage of cargo is that things need to be readied for deployment, but this doesn't take to long if you have sufficient tech teams available.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 16 June 2020, 20:03:00
I ... don't think I understand. Could you clarify what you mean?

As to what I mean, a small craft bay requires a crew of 5 per "small craft". Which incurs life support cost (well, it currently doesn't). Kind of questionable, if you ask me, given that the small craft may well include quarters. Now, I house ASF in those bays, with extra room for spares and all, but those obviously only require a crew of 2 - pilot and mechanic. Maybe 3 if I really want a benefit of it. If I want to house one of them in a regular quarter on the ship, to improve crew quality and morale, then that drops to one or two.
So how would I reduce the "Bay personell" if that is indeed a cause for running costs based on an assumption I know is incorrect?

Example: My Battlecruiser has 240 "Bay Personell", and I also allocate an extra standard crew quarter for every 5 of them. The bays are meant to house 12 Small Craft and 36 Asf, so a standard arrangement would save 108 bay personell and 48 standard quarters. I never considered it before, and the costs are probably negligible, but paying a running cost for non-existent crew rubs me.
Title: Re: Warship Race Redux
Post by: Lagrange on 17 June 2020, 07:28:31
I ... don't think I understand. Could you clarify what you mean?

As to what I mean, a small craft bay requires a crew of 5 per "small craft". Which incurs life support cost (well, it currently doesn't). Kind of questionable, if you ask me, given that the small craft may well include quarters. Now, I house ASF in those bays, with extra room for spares and all, but those obviously only require a crew of 2 - pilot and mechanic. Maybe 3 if I really want a benefit of it. If I want to house one of them in a regular quarter on the ship, to improve crew quality and morale, then that drops to one or two.
So how would I reduce the "Bay personell" if that is indeed a cause for running costs based on an assumption I know is incorrect?

Example: My Battlecruiser has 240 "Bay Personell", and I also allocate an extra standard crew quarter for every 5 of them. The bays are meant to house 12 Small Craft and 36 Asf, so a standard arrangement would save 108 bay personell and 48 standard quarters. I never considered it before, and the costs are probably negligible, but paying a running cost for non-existent crew rubs me.
The rules don't allow you to avoid paying life support for Bay Personnel, although the costs are trivial on warships.  For the Kuan Yin, which is a troop cruiser amongst other things, the cost is <1%.

You can however avoid having bays.  For marines, you could just assign them quarters.  For vehicles, you could stick them in cargo and then allocate quarters separately for crew/techs.  To use them, you have to pull them out of cargo into a bay and then send in the techs to make sure they are working properly.  This might take 20 minutes, for example, so it's not something you want to do in a battle situation.  The same can be done with Mech/ASF/smallcraft.  Cost wise, you might be able to save a little bit.  Tonnage-wise, this is most helpful if the individual units are less than full size or on long duration trips.

Doing this all is a little bit delicate, because you want to have enough bays to handle launch/recovery/maintenance/repair.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 June 2020, 08:30:54
Well, I suppose I'll start with abolishing my practice for housing fighters in small craft bays in the future. I just wanted bigger bays for maintenance and spares, not to throw out food and oxygen for non-existing crew every day. My invasion transport also has infantry bays for the infantry to store their equipment, but still assigned quarters.
Man, the rules... :(
Title: Re: Warship Race Redux
Post by: Lagrange on 17 June 2020, 19:57:26
While we are waiting, I've been considering how to maximize the usage of armor on warships.  There's a 3-sides/1 corner strategy that I haven't seen discussed previously.  This isn't relevant in fleet vs fleet combat where warships either live or die after each attack. 

The core observation here is that the nose weapons arc is 120 degrees wide while the incoming damage nose arc (for receiving damage) is only 60 degrees wide.  As a consequence, there are two 30 degree slices of the nose weapons arc for which return fire is to the side arcs.  Hence, in a low intensity combat situation where you have time to roll sides, a warship could take damage on the left side, then the right side, then the nose side.  Since the side arc is balanced aft, with the right armor arrangement a warship can burn through some of the aft armor, all of it's armor from the aft sides, fore sides, and nose, as well as the structure before the warship is killed while all weapons can fire the entire time.  Used this way, nose arc weapons are strictly superior to broadside weapons, since you can (a) double up weapons in the nose while taking fire in the side arcs as well as (b) roll to a 3rd side (the nose). 

You may be worried that a 30 degree arc is to small to use, but keep in mind that there are two 30 degree arcs with either one or the other relevant on a hexgrid.  Also relevant is the fact that the broadside arc (which side-fire approaches use) is only 60 degrees  (~= two 30 degree arcs) wide.   You might also be considered that the random nature of hits makes this an unreliable strategy, but since the structure forms a shared reserve, much of the randomness doesn't matter, at least in terms of damage to destroy a warship (it would matter for critical hits). 

You can optimize armor layout for the 3-sides approach.   There's a free variable related to the fraction of fire taken in the side arcs before shifting to the nose arcs.   Ranging over that free variable you get:
side/nose fraction1/00.5/0.50/1
nose armor fraction0.0280.3190.611
fore side armor fraction0.1940.1940.194
aft side armor fraction0.250.1250
aft armor fraction0.0830.0420
It's interesting here that the fore side armor fraction is constant.  I double-checked---that's not a mistake.  In the side arc there is a 14/36 chance of hitting the fore side while in the nose arc there is a 7/36 chance.   After taking into account the fact that there are two sides, the fore side armor fraction is invariant here.
Title: Re: Warship Race Redux
Post by: kindalas on 17 June 2020, 20:02:45
I think that you are overthinking this game.

I just armor based on one of two factors.

Is it a Snotra or is it everything else I build.
Title: Re: Warship Race Redux
Post by: Lagrange on 17 June 2020, 20:17:23
I think that you are overthinking this game.
Oh, I know I'm overthinking it  :)
Title: Re: Warship Race Redux
Post by: Lagrange on 19 June 2020, 10:08:05
In reading through the designs of neighbors, I noticed an issue with the FS defense stations (Bailey (https://bg.battletech.com/forums/index.php?topic=68675.msg1593729#msg1593729) and Parapet (https://bg.battletech.com/forums/index.php?topic=68675.msg1615906#msg1615906)): they should not have broadside arcs.   This is not particularly important, but may be worth fixing.
Title: Re: Warship Race Redux
Post by: kindalas on 23 June 2020, 10:24:57
How is the burnout treating you?

Need any support?
Title: Re: Warship Race Redux
Post by: Smegish on 24 June 2020, 04:21:46
So have enough for a quiet turn at least. Have something for the UHC I haven't finished yet
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 24 June 2020, 06:03:45
Don't beat yourselves up.  :)
I for one welcome a quiet turn. That mediocre leader is not yet dead (or is he? Canonically, he would be dead. Maybe he'll be assassinated soon, after all, Parker did plan that before Nihongi just snapped his own neck).
... You know, looking at it, the PoR and RWR are, together, on the step of becoming another "great house".
Title: Re: Warship Race Redux
Post by: Lagrange on 24 June 2020, 07:56:54
Just checking: the Terran Hegemony budget isn't a typo?  (They grew by 89B = 13.5%?)
Title: Re: Warship Race Redux
Post by: truetanker on 24 June 2020, 09:51:06
All I can say is someone is going to die this turn... wonder who?

 :-X
TT
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 24 June 2020, 13:03:38
Yah!!!

Time to over stress on my next turn plans again ;)
Title: Re: Warship Race Redux
Post by: Lagrange on 24 June 2020, 14:30:47
The other interesting/unexpected thing I see is NCSS helping overcome ECM.  This makes sense, although I hadn't seen it previously.  It's similar to the ghost targets rules for ECM vs active probes.  Related, I realized the tech advancement table doesn't seem to have active probes.
Title: Re: Warship Race Redux
Post by: Smegish on 24 June 2020, 15:11:34
Just checking: the Terran Hegemony budget isn't a typo?  (They grew by 89B = 13.5%?)

Terrans precious leadership was stifling the naval budget, similar to how the US Congress did prior to WW1. New leadership is throwing money at the navy. This is also why some other nations got big boosts to budgets
Title: Re: Warship Race Redux
Post by: kindalas on 24 June 2020, 15:29:28
Terrans precious leadership was stifling the naval budget, similar to how the US Congress did prior to WW1. New leadership is throwing money at the navy. This is also why some other nations got big boosts to budgets

And here I thought it was because I was investing money into the economy with the navy.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 24 June 2020, 16:35:38
Terrans precious leadership was stifling the naval budget, similar to how the US Congress did prior to WW1. New leadership is throwing money at the navy. This is also why some other nations got big boosts to budgets
And how the DC is currently stiffled with that.
But I'm sure he'll die eventually.  ^-^

Kindalas, you could instead just invest the money in me.
Title: Re: Warship Race Redux
Post by: Lagrange on 24 June 2020, 16:44:25
All I can say is someone is going to die this turn... wonder who?
Well, the CC is enjoying some prime real estate in Terra Firma which is in commuting distance of Terra using their fancy new LF batteries...  What could possibly go wrong?
Title: Re: Warship Race Redux
Post by: Smegish on 25 June 2020, 02:02:10
Updated with the current map, which includes rings around the systems with ship yards in them, for easier identification.

Some people have yards packed tight together, others are scattered to the winds.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 25 June 2020, 17:25:56
Gotta love me some data.
You know, I think this was the first turn the DC didn't have to replace something.
What am I gonna do with all that money!?  :excited: Except, I don't even have that much. Still, I never thought about the dragons expensive "lifestyle" before.  ;D
Title: Re: Warship Race Redux
Post by: Smegish on 26 June 2020, 01:27:27
Updated the turn report with the UHC pirate hunt going very, very wrong.

And they are not happy.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 26 June 2020, 07:40:47
The poor pirates.  :'(
Title: Re: Warship Race Redux
Post by: Smegish on 26 June 2020, 09:09:37
Fear not, the UHC turn will reveal the results of their investigation, and where their wrath shall be aimed.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 26 June 2020, 09:48:09
I assume the cause is internal, and their wrath shall be aimed at some neighbour.  ^-^
Also, they'll apparently be known as some hot-tempered butchers now.  :) Beautiful.
Title: Re: Warship Race Redux
Post by: Lagrange on 27 June 2020, 07:29:39
The Capellan Confederation will auction off up to 5 Pallada II (https://bg.battletech.com/forums/index.php?topic=68675.msg1617769#msg1617769)s with a reserve price of 2 billion to any non-neighbors.  The Pallada II is a multirole heavy cruiser capable of carrying out your carrier, harrier, striker, transport, scout, boarding, ortillery, anti-missile, anti-fighter, and anti-boarding missions.  Be the proud owner of the hardware that defeated the Terran Hegemony at Aldebaran  ;)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 June 2020, 08:17:06
I thought we'd take a break until the Game Masters burnout had been doused?  ???
Also maybe start considering a ruleset for the third run, sometime 2021 or 22.  ;)

That said, I'll start driving the price up by bidding 2.5 on 2 of them.
Title: Re: Warship Race Redux
Post by: Lagrange on 27 June 2020, 18:55:13
Sold!  3 Pallada II left on the market!

Also on sale: Yi Bai in lots of 5. The same great missile action as the Shao Bing at Aldebaran, except with 100 missiles instead of 4!  The combination of ultra-low upkeep and overwhelming warship destroying missile storms can't be beat!  A modest investment here makes your yards the hard target they absolutely should be ;)
Title: Re: Warship Race Redux
Post by: Smegish on 28 June 2020, 22:05:21
The United Hindu Collective bids $8B for the other 3 ships.

Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 28 June 2020, 22:58:11
Sold!  3 Pallada II left on the market!

Also on sale: Yi Bai in lots of 5. The same great missile action as the Shao Bing at Aldebaran, except with 100 missiles instead of 4!  The combination of ultra-low upkeep and overwhelming warship destroying missile storms can't be beat!  A modest investment here makes your yards the hard target they absolutely should be ;)

Lot's of five each so grand total 500 Million per lot? I'll have to let you know about that. I might pick some up
Title: Re: Warship Race Redux
Post by: Lagrange on 29 June 2020, 07:41:32
The United Hindu Collective bids $8B for the other 3 ships.
Sold!
Lot's of five each so grand total 500 Million per lot? I'll have to let you know about that. I might pick some up
The Capellan Confederation wants to offload a few so smaller offers will be entertained...
Title: Re: Warship Race Redux
Post by: truetanker on 29 June 2020, 09:50:48
MH bids 2.125 B for all 5  YI Bai...

TT
Title: Re: Warship Race Redux
Post by: Lagrange on 29 June 2020, 10:14:52
MH bids 2.125 B for all 5  YI Bai...

TT
Err... as much as the Capellan Confederation wants to say "SOLD!" it seems important to note that individual Yi Bai cost just over 100M and that there 500 of them ???
Title: Re: Warship Race Redux
Post by: truetanker on 29 June 2020, 11:30:54
Stupid autocorrect... I want 5 lots... not just 5 ea. 2.125 B for 25 total... looking forward to reverse engineering them. Fluff thing...

TT  :thumbsup:
Title: Re: Warship Race Redux
Post by: Lagrange on 29 June 2020, 12:53:57
Stupid autocorrect... I want 5 lots... not just 5 ea. 2.125 B for 25 total... looking forward to reverse engineering them. Fluff thing...

TT  :thumbsup:
Sold!  Delivery at Alphard?
Title: Re: Warship Race Redux
Post by: truetanker on 29 June 2020, 13:00:07
Yep...

Now to unleash my ...  ^-^.

Look elsewhere you purple byrd!

TT
Title: Re: Warship Race Redux
Post by: truetanker on 29 June 2020, 15:32:36
Anyone got a yardship for sale or rent?

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 29 June 2020, 16:42:09
How are those totally inconspicuous stations going to pass the FWL?  ^-^

Also, I have a question: Who's actually working/sleeping in the small craft bays? Because it isn't the crew. Does a small craft need 5 Hangar personell?
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 29 June 2020, 16:47:44
I mean I was also considering throwing $20 Billion at the FedSuns or the TH for their biggest design they currently build.

I think I’m looking to buy 20 from the CC: I’ll have to double check my numbers but pencil me in for that.
Title: Re: Warship Race Redux
Post by: Lagrange on 29 June 2020, 17:50:18
I think I’m looking to buy 20 from the CC: I’ll have to double check my numbers but pencil me in for that.
That's quite doable.  Delivery to Rasalhague?
How are those totally inconspicuous stations going to pass the FWL?  ^-^
To be revealed in the CC turn ...
Also, I have a question: Who's actually working/sleeping in the small craft bays? Because it isn't the crew. Does a small craft need 5 Hangar personell?
I believe some of them are supposed to be techs, in the same sense as for ASF bays.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 29 June 2020, 17:58:28
Yeh, but ASF bays get only 1 tech - and a pilot.
Small craft, however, have their own crew quarters, so the crew is most definitely not sleeping on the floor in those bays.

Actually, now that I think about it, international shipping might be somewhat more cumbersome if the Th is mad at nearly everyone.  :)) But I suppose a warship can just jump through space.
Like a boss.
Title: Re: Warship Race Redux
Post by: Smegish on 29 June 2020, 21:17:44
The Illyrian Palatinate would be interested,  but has doubts of your ability to deliver past the FWL and possible Marian blockade.Perhaps a production license instead?
Title: Re: Warship Race Redux
Post by: VensersRevenge on 29 June 2020, 21:22:02
The League would be unlikely to prevent goods being delivered to the Palatinate. Although as my turn will reveal, what the Captain General wants may not be what happens.

EDIT: My turn is up. I have plenty of yard space for rent, as per usual. The Illyrians, and likely the UHC, Rim Worlds, and Rasalhaguians will get better rates.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 30 June 2020, 13:12:18
Is there anyone right now who isn't renting out yards?
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 30 June 2020, 15:02:08
Is there anyone right now who isn't renting out yards?
*raises hand*
Title: Re: Warship Race Redux
Post by: Lagrange on 30 June 2020, 15:29:20
I think I’m looking to buy 20 from the CC: I’ll have to double check my numbers but pencil me in for that.
Sold!  Delivery at Rasalhague?  Or some at New Oslo as well?
The Illyrian Palatinate would be interested,  but has doubts of your ability to deliver past the FWL and possible Marian blockade.Perhaps a production license instead?
The Capellan Confederation would prefer to simply deliver them, and has a plan for success.  How many are desired?

Title: Re: Warship Race Redux
Post by: Smegish on 30 June 2020, 18:10:28
They would like 30, but again would prefer a production license to avoid being reliant on you to supply spare parts
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 30 June 2020, 18:40:43
...
Small craft, however, have their own crew quarters, so the crew is most definitely not sleeping on the floor in those bays.
...
So, a general suggestion, maybe for now or next iteration:
In light of the above, why not simply assume small craft bays have 2 men lounging around in the bays?
That's the full complement for a fighter bay, and gives room for a tech or two, while not letting you pay double for the crew.

... actually, if I can put fighters in a small craft bay, can I put small craft into a shuttle bay? 8)

*raises hand*
Now why is that? Have you not built enough ships?
Title: Re: Warship Race Redux
Post by: Lagrange on 30 June 2020, 20:38:15
They would like 30, but again would prefer a production license to avoid being reliant on you to supply spare parts
Sold!  Delivery at Illyria?  As far as a license, let's throw that in as well.  No cost for spare parts and (say) 1M per new Yi Bai.

So, a general suggestion, maybe for now or next iteration:
In light of the above, why not simply assume small craft bays have 2 men lounging around in the bays?
That's the full complement for a fighter bay, and gives room for a tech or two, while not letting you pay double for the crew.
My belief here is that the number of bay personnel is a bit excessive, but that doesn't seem to matter much.
Title: Re: Warship Race Redux
Post by: Smegish on 30 June 2020, 21:25:34
Will split delivery between Illyria and Trondheimal. And that license fee is very generous,  they'll take it.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 30 June 2020, 22:26:46
Now why is that? Have you not built enough ships?

I mean no... not while the DC is still hostile on my border. I mean if we had peaceful relations ... possibly. I personally would have rented yard space to the DC at reasonable rates to maintain such a peaceful existence  even with any neighbor.

But while that fantasy adventure is running around in fantasy land I doubt Rasalhague will be happy with their fleet until peace accords or everyone’s dead and we’ve given our all.

I mean my personal ideas have spanned countless iterations of crazy schemes (some implemented!) and they keep going. Like buy a Terran Iron Duke Class Dreadnought by offering them $20 Billion for a $12 Billion Ship, or just buying millions of fighters and cheap stations. Or actually building Ramships of a variety (can’t quite figure out how to justify these yet... or even how to really build one cheap).

But yeah I mean theoretically I could rent out space to a foreign Periphery power but I’m usually building stuff and don’t want to bother with the calculations of my limited Yard Space.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 01 July 2020, 12:17:05
 ;D I wasn't that serious. The big houses regularly sell off ships, but only those that invested heavily in yards offer yard space.
The FS and DC, on the other side, have invested more in tech (the FS a bit more, which was probably a wise decision).
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 01 July 2020, 13:08:10
See with a Successor State. I would have invested in tech every turn all three if possible. I would have tried to make a decent jack-of-all trades fleet, and upgrade at least half every turn with better tech.

With the PoR i have to choose carefully techs and design ships that would last several turns with minimal upgrades because I simply dont have the money
Title: Re: Warship Race Redux
Post by: truetanker on 01 July 2020, 13:57:06
Amen brother.

MH has the same, no money so I had to conquer to justify the costs. And well, who don't like money?

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 01 July 2020, 15:47:40
Man, Tyler, you have some of the richest worlds in the sphere. Just look at your budget compared to your planets. :bow:
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 01 July 2020, 17:03:54
Man, Tyler, you have some of the richest worlds in the sphere. Just look at your budget compared to your planets. :bow:

I mean.... that’s in thanks to the GM’s
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 01 July 2020, 17:13:53
Why, yes, of course, we have our almighty overlords to thank for everything. Blessed be their names.
Title: Re: Warship Race Redux
Post by: Jester Motley on 01 July 2020, 18:35:06
See with a Successor State. I would have invested in tech every turn all three if possible. I would have tried to make a decent jack-of-all trades fleet, and upgrade at least half every turn with better tech.

With the PoR i have to choose carefully techs and design ships that would last several turns with minimal upgrades because I simply dont have the money

I tried, very hard, to invest in 3 techs a turn, and still make a decent fleet.  And failed.  I had to peel back research some in order to get that fleet.
Title: Re: Warship Race Redux
Post by: Smegish on 04 July 2020, 01:34:48
So, as many of you can certainly tell so fighting is going to happen this turn, especially out in the Periphery. Some of you will be in a position to intervene one way or the other if you see fit. What I would like from each of you - in DM's, not here - is some info about:

1a) If two periphery neighbours are fighting, do you intervene or stay out of it?
1b) If you do intervene, do you jump in as soon as you hear that it's going down, or wait for things to develop?
1c) Do you help a specific faction? Do you simply help the side that is winning/losing? Or do you jump on both of them while they're distracted?

This questions are of course assuming you aren't already in a fight with someone else.

I'm not after specifics of what ships you send and exactly what systems you hit, that stuff can stay with your Fleet Doctrines/Deployments. Just a general outline will do.

For example: It looks like the Marians and Illyrians are about to go at it. Does the Free Worlds League sit back and enjoy the fireworks, or do they beat one or both of them like a red-headed step child?  ;D
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 04 July 2020, 05:37:30
Man, and here I thought I've been doing that for the past 50 years.
Well, I suppose my coordinator is overdue to break his neck, or be deposed.

I actually kind of assumed there'd be a week extra delay or so to stave off GM burnout, but it seems you guys have a plan.
Title: Re: Warship Race Redux
Post by: Lagrange on 04 July 2020, 07:15:40
I'll give more details when the CC turn is ready (... it's long...), but the immediate reaction will be asking the TC if they are interested in any further purchases.  On sale will be Yi Bai and possibly a few Pallada.  Alternatively, it's possible that a case of mistaken identity could touch off a larger war...
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 04 July 2020, 08:54:53
Ah, the CC, the spheres favourite arms dealer.
Title: Re: Warship Race Redux
Post by: Lagrange on 05 July 2020, 13:56:53
I'm trying finish the CC turn want to confirm what is sold where.  I believe the following is correct:

2 Pallada IIs to the Draconis Combine for 5B
3 Pallada IIs to the UHC for 8B
25 Yi Bai to the MH for 2.125B
20 Yi Bai to the PoR for 2B (welcome to add a license).
30 Yi Bai to the IP for 3B and a license.

Deliveries of the Yi Bai should begin in lots of 5 about a quarter later and be completed after about 1.5 years.  The delivery plan (for reference) is to use a 2 Zencha, 2 jumpships from the reserve loaded with 3 medium-size dropships carrying fuel, and 1-2 Sailor's Mercy per customer.  The Zencha will scout out a route through deep space, which will later be used to lay down highway stations.  The rest will follow along.  The Sailor's Mercy will disgorge their Yi Bai from beyond detection range and begin returning with the jumpship reserve.  Yi Bai skeleton crews and one reserve jumpship will thrust for a 0/0 intercept with primary.  The reserve jumpship will jump back with the skeleton crews.
Title: Re: Warship Race Redux
Post by: Smegish on 05 July 2020, 15:16:05
Sales look right to me
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 05 July 2020, 16:28:54
My turn's taking a bit longer than normal: trying to fiddle with a design and its not coming out to what i want so i keep going back to fix it: I'm on iteration X and still no closer
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 05 July 2020, 18:03:11
Lagrange: I do not get your placement of Naval Grade Weaponry in the Aft Side Arcs. The Lie Ren, a 1.25 kiloton vessel has only the aft side arcs with capital weapons. Even describing the maneuvers it seems like such an odd idea and concept I wonder how it would even work.

Now this is not criticism but just confusion (mass confusion) so please educate me on how this bizarre strategy is even considered.
Title: Re: Warship Race Redux
Post by: Lagrange on 05 July 2020, 18:42:03
Lagrange: I do not get your placement of Naval Grade Weaponry in the Aft Side Arcs. The Lie Ren, a 1.25 kiloton vessel has only the aft side arcs with capital weapons. Even describing the maneuvers it seems like such an odd idea and concept I wonder how it would even work.

Now this is not criticism but just confusion (mass confusion) so please educate me on how this bizarre strategy is even considered.
The aft-side arcs overlap with almost the entire broad-side arc, so anything that you can do with a broad-side can be done with an aft-side.  In addition, the pair of aft-side arcs (together), cover almost the entire aft arc, so you can thrust 175 degrees away from an opponent and keep shooting at them.   In contrast, a 4-corner design loses half of it's firepower when thrusting away from an opponent.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 05 July 2020, 20:12:04
Given we already have fluid and continuous space, maybe we should just use actual 90° angles on most things. It is a rather strange academia.
Not that I personally mind, but it's rather hard to bring the point across.
Title: Re: Warship Race Redux
Post by: Lagrange on 05 July 2020, 20:22:39
The CC turn is mostly up now.  Lots of fun with light naval gauss...

Given we already have fluid and continuous space, maybe we should just use actual 90° angles on most things. It is a rather strange academia.
Not that I personally mind, but it's rather hard to bring the point across.
It doesn't matter much if you are squirreling around at 50+ hexes away since the further you are away the more exact aft-side = aft + broad-side becomes.

Edit: I wanted to add that I finally found a way to represent the highway system in a map in a readable fashion... and it turns out to be with a hex triangulation, interestingly enough.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 06 July 2020, 05:06:13
Well, I just think it's weird that most canon ships have heavy broadside armaments, yet that arc is rather tiny - a result of playing on hex fields.
If we made the side arcs just a 90° quarter, shifted the smallest possible unit towards the sides, and made the 4 cardinal directions also 90° angles, ships would have easy to understand firing arcs.

I probably should start working on my turn, though. Besides tech progression and buying those two troop carriers from the CC, I don't really have much planned.
It was, at first, my impression that the GMs are getting worn out a little.  ;)
Title: Re: Warship Race Redux
Post by: kindalas on 06 July 2020, 08:08:00
It was, at first, my impression that the GMs are getting worn out a little.  ;)

This is why I'm taking my time planning my turn.
Title: Re: Warship Race Redux
Post by: Smegish on 06 July 2020, 16:50:43
No rush with your turns for now. Marcus is still finding his inspiration again. I found mine for now so am trying to write stuff while it's there.

Good thing about a war between 2 NPCs: I don't have to wait for player turns to get stuck into it.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 06 July 2020, 22:39:53
Okay.... just an interesting take. Still confused but thankfully I won’t have to test it against my fleet ever lol.

I’m just trying to design a 500K Cruiser with some bigger guns and some DS/Fighter support. Everything I do it just seems not to be good for the design or for my fleet: raise the speed, lower the speed. Increase armor and SI, lower fuel, big Heavy Naval Gauss and Heavy Naval PPC’s or just NL45’s for days. Heavy AA Guns, or a separate ship entirely for PD work. Just bouncing around ideas for days like a ship lost in a storm.

Idk

Anyways....... long story short can anyone recommend some good upgrades for my Hund-II design to give it more teeth. Advice, maybe a variant like a big single Naval Gauss Carrier or something.
Title: Re: Warship Race Redux
Post by: Smegish on 06 July 2020, 23:01:33
The major issue holding back the Hund is size. You can only fit so much in a 250kt ship, without stripping the engine.

May need to either purchase more Vittorias or upgrade your yard so you can refit those Lolas.
Title: Re: Warship Race Redux
Post by: kindalas on 07 July 2020, 01:44:58

Anyways....... long story short can anyone recommend some good upgrades for my Hund-II design to give it more teeth. Advice, maybe a variant like a big single Naval Gauss Carrier or something.

Naval Lasers are your friend.

They have good range and AA mode for a small bonus to hit fighters.

None of us are close to bracketing fire yet.

The 4/6 speed is above average so most vessels won't control the engagement distances but you want to keep out of NAC range of the slow ships.

Or you can go all NAC, possibly the 35s or 40s and just have a doctrine of brief close combat where you try to overwhelm ships at close range with your big guns.

Against my ships, either tactic would work but only half the time.

Just don't try to do both tactics because you end up doing things badly.

It's why I designed a NPPC and a NAC version of the Mjolnier so that they could work together and employ both tactics in combat.

You could try something similar with the Hund, just be willing to send your ships in as a team.

Title: Re: Warship Race Redux
Post by: Lagrange on 07 July 2020, 04:00:53
For the Hund-II, I'd suggest upgrading NL-45s to (possibly fewer) NL-55s.  The extra 4 range is nice and the damage/ton is similar.

I'd also remove the NLs from the broadside arcs.  You can place them in the fore-side arcs where they will cover most of the broadside arcs and half the nose arc so they complement the heavy nose.

You could substantially upgrade your antimissile defenses in Broadside and Aft arcs, although whether that's desirable depends on opponent designs.

I prefer the NAC/20 to the NAC/30 for bulk damage.   Modestly smaller damage/ton is made up for with significantly greater range. 

The more general issue with the Hund is what Smegish points out---lack of mass makes it inherently a lightweight, which is not particularly compatible with close combat against big ships.  Since you invested in Naval Gauss, it's tempting to leverage that with a range-based build that is a scale-down of the Lie Ren using LNG & NL55s.   That's the best way I know for a little ship to do damage beyond it's weight class before it is destroyed.   A small NCSS provides an initiative bonus which helps.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 07 July 2020, 07:16:29
For a refit, what Lagrange said.
condense the 3 NL45s in the broadsides and fore-quarters into 4 NL55s in the fore-quarters. Replacing the NAC/30s with 20s is a style question - not everything needs to be optimal - but it could give you a slight edge in range for 500 tons.
Then you can fill the broadside with a few more large lasers, and sprinkle more machine guns around. You can probably drop 20% fuel for a defensive design with no ill effects.
Personally, I also strive to mount my small weapons in multiples of 6, which has too little gains to be anything but another style question.

For a variant: Reduce it's weight by 10k tons. Maybe a slight increase in SI. Remove the nose lasers to upgrade the PPCs to heavies. If spare weight can be found, add more lasers to the quarters or an NACs to the nose. Reduce barracuda ammo somewhat - in an actual fleet battle, the ship doesn't last long enough to fire all its ammo from forward-mounted weaponry. Go to your fire control limit where possible, filling with extra machine guns. In case there's no capital weapons in the arc, as in the aft and broadside arcs, feel free to double up - any more probably starts to bite into your available space due to crew quarters.

Oh, and get some extra life boats. I personally go with 1 / officer, but whatever floats your boat (heh).



No rush with your turns for now. Marcus is still finding his inspiration again. I found mine for now so am trying to write stuff while it's there.
Were you two responsible for different ends of the universe or something?
And can we help the search in any way?
Also, a question of fluff: Are we influential on the developments in our nation, who lives/dies/gets constipated, or is that firmly in the realm of the GM?
Title: Re: Warship Race Redux
Post by: truetanker on 07 July 2020, 17:50:58
Having an issue, my feline overlord used my keyboard as a personal springboard earlier last week, so I'm unable to type... not doing technicals from a cellphone! It's really hard... I've tried.

TT
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 08 July 2020, 01:11:28
Thanks for the help guys: I’ll work on some stuff hopefully the next two days and should have it done by Friday (depression and work aside). I’ll consider all the advice, except maybe Unlimited: his advice could be leaked information on behalf of the DCMS Intelligence Division to destroy my fleet from bad technical information ;)

No but seriously thanks.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 08 July 2020, 07:12:23
I’ll consider all the advice, except maybe Unlimited: his advice could be leaked information on behalf of the DCMS Intelligence Division to destroy my fleet from bad technical information ;)

Comrade, I am offended. I have no ulterior motives. I want the best possible hardware when I take over.  8)
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 08 July 2020, 10:45:30
Comrade, I am offended. I have no ulterior motives. I want the best possible hardware when I take over.  8)

 ;D
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 08 July 2020, 15:24:32
Another question: for PDS and AA roles are Small Lasers actually better or worse than MG's?
Title: Re: Warship Race Redux
Post by: Lagrange on 08 July 2020, 16:13:59
Another question: for PDS and AA roles are Small Lasers actually better or worse than MG's?
There isn't an easy answer here. 

Small Lasers are more effective on a per-count basis.  However, small lasers are less effective on a per-tonnage basis if you allocate them heat sinks and they are more expensive.  However, you may not allocate heat sinks to all of them, the tonnage of the people gunning the point defense is significant while the cost is typically insignificant in comparison to the cost of a warship.
Title: Re: Warship Race Redux
Post by: Daryk on 08 July 2020, 16:22:53
Small Lasers begin to win when you bump up against weapon limits per arc.
Title: Re: Warship Race Redux
Post by: Lagrange on 09 July 2020, 18:15:10
I added a bit about fleet tactics vs different forces to the CC turn.
Title: Re: Warship Race Redux
Post by: Smegish on 09 July 2020, 23:51:06
Were you two responsible for different ends of the universe or something?
And can we help the search in any way?
Also, a question of fluff: Are we influential on the developments in our nation, who lives/dies/gets constipated, or is that firmly in the realm of the GM?

While we do bounce ideas off each other and proof read stuff to make sure it makes sense in-universe, we have split responsiblilities for different areas between us. Marcus was handling the Terrans, and wrote the most of the stuff that involved the Great Houses (Including the Taurians getting stomped and the Rasalhagian Death Ride) I've focused on the Periphery, with the exception of the aforementioned Death Ride most of the RWR/PoR related shenanigans has been me.

Realise we haven't done a 'State of Inner Sphere Leadership' in a while... need to get on that...

Marcus and I have a system for generating the leaders of each nation and a basic description of their mood/skill. Essentially boils down to two 3d6 rolls,  one to determine how Warlike or Peace-loving/Defensive a ruler is, with a modifier depending on the nation (Combine tends to be warlike, Lyrans tend to be more peace-loving for example.) This temperament gives a +/-5/10/15% modifier to your naval budget depending on how hardcore they are about Peace or War, with a small opposite effect (1/2/3%) on your nations economic growth. The extreme ends of the personality table (Jinjiro Kurita at one end, that lady who ruled the OWA during the Amaris Coup who thought that Amaris and Kerensky could sort their differences out if they just talked about it at the other who's name escapes me) need a natural 3 or 18 roll to happen. The other 3d6 roll is to determine competency, an incompetent leader increases the budget modifier he's already applying, but also a -1% penalty to economic growth and is more likely to pick a fight he can't win. Meanwhile a particularly skilled leader gives an additional 1% boost to the economy, due to being able to get every last c-bill to work for him.

For example: An Extremely warlike but incompetent leader (like Kali Liao perhaps?) would give a huge +20% boost to your naval budget (applied after all other modifiers like any territory gains) but apply a -4% penalty to your economic growth. A big boost now for some long term pain.

On the other hand a Very (but not extremely) peaceful, skilled leader might hit you with a -10% budget penalty now, but the +3% increase to your economy, which would pay for itself in a few turns even while he's in power, and long term is going to be good for your naval budget.

Or the worst possibility for you, a Extremely peaceful, yet stupid leader. Crippling your navy with a -20% budget penalty, while only growing the economy by 2% a turn. Truly a disaster...

The massive change in the Terran Hegemony's naval budget is largely due to going from a Very Peaceful/Defensive leader to one who is not, while at the other end the Taurian budget basically went unchanged because they went from a Warlike leader to a neutral one.
Title: Re: Warship Race Redux
Post by: Daryk on 10 July 2020, 05:18:38
That would be Allyce Avellar…  8)
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 10 July 2020, 08:27:59
Marcus and I have a system for generating the leaders of each nation and a basic description of their mood/skill. ...
Fascinating. So canon history has really no connection to it.
Do we have any indication of what a leaders inclinations are? Or do we have to guess based on our budget development?
And what decides when a change of leadership occurs?

Also, I assume we're not in a hurry?
I have quite the busy week.  xp
Title: Re: Warship Race Redux
Post by: Smegish on 10 July 2020, 22:16:21
Neither of us wanted to go digging through all of Btech history trying to get leaders right, especially as a lot of details of the 23-2400s are sketchy at best. Game was always going to go into AU territory fairly quickly, so we didn't bother trying to fight it.

As to their inclinations, I have to apologize for not keeping up with that. Was intending to keep up with that sort of stuff each turn but last turn was dragging on so much just wanted to post what fights happened and move on.

Change of leadership is again fairly random: Roll a D6, if the number is less than the number of turns the current leader has been in charge, they are replaced. Whether they died naturally, abdicated or were overthrown (with or without violence) would kind of vary depending on their inclinations, and the inclinations of their successor.

And no, no massive rush.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 11 July 2020, 05:06:24
And here I skimmed through the entire Kurita book and read all the Sarna articles.  ;D
Should probably have the leader violently replaced, then, to get that out of the way. Historically, the combine has a string of incompetent leaders over a century long.

... Though the von Rohrs dynasty does have the advantage of being completely enigmatic, so no one really knows when one dies and is replaced. That could also be interesting.
Title: Re: Warship Race Redux
Post by: Lagrange on 11 July 2020, 19:05:38
Is there a Gladius-B-A1 design specified somewhere?
Title: Re: Warship Race Redux
Post by: GermanSumo on 12 July 2020, 17:21:48
did marcus and/or smegish get my pm? it can be considered as an application of sorts  8)
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 12 July 2020, 21:40:24
Sorry got slammed by work: turning will be finished tomorrow! I know ‘no hurry’ but still lol It’s hard to stretch the money when you want everything.
Title: Re: Warship Race Redux
Post by: Smegish on 12 July 2020, 22:42:05
GermanSumo I did, and you can have the job if you want it. Your timing isn't great though,  they're probably about to be kicked in the teeth again.
Title: Re: Warship Race Redux
Post by: GermanSumo on 13 July 2020, 01:15:17
GermanSumo I did, and you can have the job if you want it. Your timing isn't great though,  they're probably about to be kicked in the teeth again.

i mentioned it in my pm. if van farch gets his wish, maybe he can stop the kick with his diplomatic initiative? and would/could the kicking player contact me about it? if its operation bear hug, im basically dead before i manage to get out of the starting block.
Title: Re: Warship Race Redux
Post by: Smegish on 13 July 2020, 01:45:13
The United Hindu Collective is the most likely to kick off the fight after their investigation into the events of last turn, and they are a GM-run NPC atm, like the Taurians.
Title: Re: Warship Race Redux
Post by: GermanSumo on 13 July 2020, 01:55:50
The United Hindu Collective is the most likely to kick off the fight after their investigation into the events of last turn, and they are a GM-run NPC atm, like the Taurians.
gosh.... i didnt see that coming. could we communicate in person to talk about my turn and how it might affect whats coming?
Title: Re: Warship Race Redux
Post by: Lagrange on 13 July 2020, 06:47:57
I gather that you want to play the TC?  The strategic situation there is quite difficult. 

Maybe the Rim Worlds League instead?  Twice the resources and an alliance with PoR which makes the strategic situation much better?
Title: Re: Warship Race Redux
Post by: GermanSumo on 13 July 2020, 07:58:51
I gather that you want to play the TC?  The strategic situation there is quite difficult. 

Maybe the Rim Worlds League instead?  Twice the resources and an alliance with PoR which makes the strategic situation much better?

hey Lagrange,

thank you for your comment. i was considering it but i wanted to try something special with the TC. i had an idea, if you will  8) 8)

but i have no single clue about construction and aero fights in battletech. so i am looking for a partner to help me with this side of things. maybe you would be willing? if so, hit me with a pm, so i can bounce some ideas to you  ;D ;D ;D

and yes, i know im shameless
Title: Re: Warship Race Redux
Post by: truetanker on 13 July 2020, 18:09:25
Be warned, we Marians stole a TC design... and are encroaching your direction, slowly.

But other than that,  welcome.

TT
Title: Re: Warship Race Redux
Post by: Smegish on 13 July 2020, 18:21:34
There has been a change of plan, and GermanSumo shall be taking over the Rim Worlds Republic instead.

In other news I'm halfway through a brief 'State of the Inner Sphere' which should give people some insight into their leaders, at least from a Terran point of view.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 13 July 2020, 22:17:55
Okay... one more silly question from a game standpoint: do I really need PPC's or AC/10's?

I mean like I get they are good weapons, and eventually there is some tech there that I'd want... but do I really need them? I'd be better going up the Strengthening tech tree to improve my ships,  or get up on the Advancement Tech Tree to really improve things. PPC's and AC/10 are good but Large Lasers in bulk does about the same thing really. But the cost for a tech (approx 12 billion this turn for me) could be spent on more ships, stations, defenses, or economic improvements. Or even pay MORE money for a better tech (but lose out on the discount next turn (theoretically))

IDK opinions? I had my turn worked out finally and then I looked again and was like...... damn. Plus ya know the whole RWR new neighbor had me rethinking everything lol.


I'm sorry: I overthink sometimes.... most times.... all times.
Title: Re: Warship Race Redux
Post by: Jester Motley on 13 July 2020, 23:13:07
Is there a Gladius-B-A1 design specified somewhere?

Mea Culpa, I oopsed.  I paid for the refit design last turn, and thought I'd included it there.  But then the other half of my brain thought this turn I'd posted it last turn in my multiple design post, and so didn't include it there.  I've edited turn 6 and added it in.  The design gets FC armor upgrade, and her small arms go from AC/5 and MGs, to PPCs and Small Laser.  I don't think I changed anything else.  The design's been ready for like 3-4 turns now.  But I could only now deal with it.

Okay... one more silly question from a game standpoint: do I really need PPC's or AC/10's?

The AC/10 probably doesn't matter, though it does upgrade your mechs/vees, so in that arena it'll be something.  AC/20s matter(ed) because they can do significant damage to some of the older designs, and are good close-in anti-air support.  PPCs?  Well, I mount those rather than LLs as a doctrine choice, same as unifying to small lasers and paying the heatsink cost (made better by double HS).

But the FedSuns still don't have SRMs.  and at least to date, that's not affected me.  Though I may pick them up on the cheap to step up the research ladder so I can get something I'd like, and if my choice is "full price" or "discount" for mech based weapons I'm not likely to mount on ships either way, well...  discount please.

Title: Re: Warship Race Redux
Post by: GermanSumo on 14 July 2020, 04:43:51
woah... i must apologize to everybody who is feeling disturbed by me sending them many messages. im starting out, probing my way, couldnt even sleep cause i was making plans and trying to figure out where the game is right now and where my rimmies would/could fall into the picture. and trying to convince poor Smegish to consider all the "special" ideas i have.

i will be posting some fluff explaining the character and plans of your new admiral named Konstantin van Farch.  ;D :D ;D :D

and big thanks for smegish to accept me into the game and all of you for not opposing it (while probably making plans to trash me)

please be gentle on me while i learn the basics of your game and find somebody to do designs for me LOLOL
Title: Re: Warship Race Redux
Post by: kindalas on 14 July 2020, 14:30:19
The number and TRO portion of my turn are up.

Fluff is incoming.

I'm writing things as if Marsden's AGE of WAR pronouncement was in effect and any border is a border that could give the Lyran Commonwealth some breathing room.

I'll be focusing the Fluff on doctrine changes as some of the new designs are very specialized and not designed for regular activities.

I'm also laying the groundwork for the Steiner "takeover" of the Archon position and some fluff that should lead to the Lyran Caspar network.
Title: Re: Warship Race Redux
Post by: Lagrange on 14 July 2020, 18:44:07
The number and TRO portion of my turn are up.

I generally figure about 2500/per 250meter grav deck based on scaling (proportional to radius^2) and canon designs.  Impressively, the Skeggøx would need 19 grav decks at that rate.  More generally, do we have an estimate of how many regiments defend the typical world?

Also, is the plan for getting mechs from orbit to ground and back via dropships carried in on jumpships?
Title: Re: Warship Race Redux
Post by: kindalas on 14 July 2020, 23:06:30
I generally figure about 2500/per 250meter grav deck based on scaling (proportional to radius^2) and canon designs.  Impressively, the Skeggøx would need 19 grav decks at that rate.  More generally, do we have an estimate of how many regiments defend the typical world?

Also, is the plan for getting mechs from orbit to ground and back via dropships carried in on jumpships?

That or using the small craft, they can't have proper mech bays but 100 tons of cargo on a 200 ton craft is pretty easy.

And I figure that the Skeggøx has wider then usual gravdecks.

All I know is that the LC researched orbital drops on turn 3 so by now the LCAF had better be experts at combat drops.

And I have no idea how many regiments can defend a world but I assume it is something between FASA numbers and realistic numbers.
Title: Re: Warship Race Redux
Post by: Smegish on 15 July 2020, 03:10:25
Planetary defences of Ye Average Colony that isn't in the arse end of nowhere is likely to be in the range of a FedCom RCT (2-3 Armour Regiments, 3-5 Infantry plus aero and arty), minus the mech regiment and probably with the Aero contingent being full of conventional air-breathers, unless you have enough spare fighters to go around of course. More important worlds (like capitals or those with shipyards in them for example) will of course be better defended, and new colonies (less than 3 decades old say) will probably have less.
Title: Re: Warship Race Redux
Post by: Lagrange on 15 July 2020, 08:03:15
That or using the small craft, they can't have proper mech bays but 100 tons of cargo on a 200 ton craft is pretty easy.
I find myself avoiding the use of mechs simply because it's expensive to support them on the ground (dropship + collar cost) and awkward to lift them into orbit for routine maintenance/repair. 
Planetary defences of Ye Average Colony that isn't in the arse end of nowhere is likely to be in the range of a FedCom RCT (2-3 Armour Regiments, 3-5 Infantry plus aero and arty), minus the mech regiment and probably with the Aero contingent being full of conventional air-breathers, unless you have enough spare fighters to go around of course. More important worlds (like capitals or those with shipyards in them for example) will of course be better defended, and new colonies (less than 3 decades old say) will probably have less.
Thanks, that's helpful.  The Skeggøx looks like an invade-the-capital transport.
Title: Re: Warship Race Redux
Post by: truetanker on 15 July 2020, 08:07:38
Planetary defences of Ye Average Colony that isn't in the arse end of nowhere

Ha!

I got that covered very well... also got more infantry and tanks than the average peripheral goonie, thank you very much!

TT
Title: Re: Warship Race Redux
Post by: kindalas on 15 July 2020, 09:10:03
Thanks, that's helpful.  The Skeggøx looks like an invade-the-capital transport.

Thanks I decided that the LC was going to focus on force projection for a little bit now that there are so many design choices.
Title: Re: Warship Race Redux
Post by: GermanSumo on 15 July 2020, 09:43:45
The Skeggøx looks like an invade-the-capital transport.

and im very afraid i know who it will be tested on  :o :o :o :o
Title: Re: Warship Race Redux
Post by: kindalas on 15 July 2020, 09:53:44
and im very afraid i know who it will be tested on  :o :o :o :o

Knowing how the GM dice rolls work I'm assuming Earth.
Title: Re: Warship Race Redux
Post by: truetanker on 15 July 2020, 12:04:59
I'll give them a Mari-an good time if they look my way!

 :thumbsup:

TT
Title: Re: Warship Race Redux
Post by: GermanSumo on 15 July 2020, 16:42:13
hey guys... my first attribution to the Warship race has been posted in the other thread. I hope, you like my unique style. I am not good at technicals, i am a foreign speaker... i try to make an atmospheric story out of what is happening. If you overwhelmingly feel bothered by it, please tell. And again... forgive my wording and text. I will try to keep it in the best english that i am capable off.

My doctrines are soon to come and they will be in this style as well. I hope, this is alright.

And lastly... i have no idea how to handle TRO sections yet. Maybe the good persons who will design my wishes for ships will write something or van Farch will comment on their capabilities in some way... i dunno yet. But i will do my best to keep it coming and hope, you will bear with your crazy german.

Hendrik
Title: Re: Warship Race Redux
Post by: Lagrange on 15 July 2020, 20:49:57
Thanks I decided that the LC was going to focus on force projection for a little bit now that there are so many design choices.
It looks like you have about 3 weeks worth of consumables when fully loaded, so the logistics could be nontrivial.
Title: Re: Warship Race Redux
Post by: marcussmythe on 15 July 2020, 20:52:52
hey guys... my first attribution to the Warship race has been posted in the other thread. I hope, you like my unique style. I am not good at technicals, i am a foreign speaker... i try to make an atmospheric story out of what is happening. If you overwhelmingly feel bothered by it, please tell. And again... forgive my wording and text. I will try to keep it in the best english that i am capable off.

My doctrines are soon to come and they will be in this style as well. I hope, this is alright.

And lastly... i have no idea how to handle TRO sections yet. Maybe the good persons who will design my wishes for ships will write something or van Farch will comment on their capabilities in some way... i dunno yet. But i will do my best to keep it coming and hope, you will bear with your crazy german.

Hendrik

Good stuff.  Fluff is pleasing unto me.  :)
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 15 July 2020, 23:39:40
Okay.... I posted a poll to solve my indecision for this turn. I'm gonna leave it up for a day or two and finish writing all my fluff tomorrow, and then Friday I'll decide.

Sorry guys I think way too much.

hey guys... my first attribution to the Warship race has been posted in the other thread. I hope, you like my unique style. I am not good at technicals, i am a foreign speaker... i try to make an atmospheric story out of what is happening. If you overwhelmingly feel bothered by it, please tell. And again... forgive my wording and text. I will try to keep it in the best english that i am capable off.

My doctrines are soon to come and they will be in this style as well. I hope, this is alright.

And lastly... i have no idea how to handle TRO sections yet. Maybe the good persons who will design my wishes for ships will write something or van Farch will comment on their capabilities in some way... i dunno yet. But i will do my best to keep it coming and hope, you will bear with your crazy german.

Hendrik

Nice fluff so far. Trust me I'd volunteer to help design but I've got indecision of my own going on so probably not the best.
Title: Re: Warship Race Redux
Post by: kindalas on 16 July 2020, 09:15:26
It looks like you have about 3 weeks worth of consumables when fully loaded, so the logistics could be nontrivial.

Where can I find the rules on consumables?
Title: Re: Warship Race Redux
Post by: Lagrange on 16 July 2020, 10:07:13
Where can I find the rules on consumables?
SO, page 155.  The bay personnel consume 1 ton every 20 days.  (Quarters burn through consumables at 1 ton every 200 days.)
Title: Re: Warship Race Redux
Post by: kindalas on 16 July 2020, 11:45:15
SO, page 155.  The bay personnel consume 1 ton every 20 days.  (Quarters burn through consumables at 1 ton every 200 days.)

Thanks, some days finding obscure rules is overwhelming.

I even have that master index excel file to help.
Title: Re: Warship Race Redux
Post by: Daryk on 16 July 2020, 13:20:33
Hopefully the page 155 you are referencing has been brought into line with this: https://bg.battletech.com/forums/index.php?topic=140.0
Title: Re: Warship Race Redux
Post by: kindalas on 16 July 2020, 15:10:55
Hopefully the page 155 you are referencing has been brought into line with this: https://bg.battletech.com/forums/index.php?topic=140.0

Thankfully those rules refer to using cargo bays to hold people and not the rules for quarters or infantry bays.

That's the semantic distinction I'm going to argue.
Title: Re: Warship Race Redux
Post by: Lagrange on 16 July 2020, 15:28:23
Thankfully those rules refer to using cargo bays to hold people and not the rules for quarters or infantry bays.

That's the semantic distinction I'm going to argue.
Yeah, that isn't relevant here, but no my version of SO doesn't have the errata, so good to know.
Title: Re: Warship Race Redux
Post by: Daryk on 16 July 2020, 16:14:28
Thankfully those rules refer to using cargo bays to hold people and not the rules for quarters or infantry bays.

That's the semantic distinction I'm going to argue.
Glad to know we're all on the same page!  :thumbsup:
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 July 2020, 06:36:22
Same page, different books. :P

Sometimes I wish I had all those errata myself, but whenever, in the past, there was an actual digital reprint with errata available basically free, I failed to pick it up.
... though I do have two versions of TW, and I doubt I bought it twice.
Title: Re: Warship Race Redux
Post by: Daryk on 17 July 2020, 11:09:35
You do know the errata is free for download, right?  ???
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 17 July 2020, 12:53:50
Sure. But then it's not part of the pdf unless I personally edit it. Which I could. But I won't.
It hasn't happened to me in BT yet, but it's annoying that there's even the potential I look up a rule, only to later find out I've faultily applied it because there was some errata that I didn't know about.
Title: Re: Warship Race Redux
Post by: Daryk on 17 July 2020, 13:05:46
Cool, just wanted to make sure you were aware.  :thumbsup:
Title: Re: Warship Race Redux
Post by: GermanSumo on 19 July 2020, 19:18:51
hey kindalas... did you receive my private message on the forum? or do i need to approach this topic in an official manner via the GMs?  ^-^
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 19 July 2020, 19:27:32
I do have a feeling your story would indeed fit a bit closer to the TC, Sumo.
But still, nice to have you. Pity there's no Outworlds Alliance.

Aaanyways, I intend to have my turn done sometime this week. I know, I'm late, but we seem to be in a low anyways.
Title: Re: Warship Race Redux
Post by: kindalas on 20 July 2020, 08:48:08
hey kindalas... did you receive my private message on the forum? or do i need to approach this topic in an official manner via the GMs?  ^-^

I just read them.

And you can ask the GMs if they want to do a peace conference.

But I've been pushing the LC on a narrative that wouldn't preclude them from using the conference location as target practice.

But also we don't have control of our nation's policies and decisions.

If we did there would have been no small states left after turn 3 and the TH would have been smashed around turn 5.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 20 July 2020, 10:03:38
Eh. I for one like the THs existence. Reduces the amount of hostile borders.
Title: Re: Warship Race Redux
Post by: GermanSumo on 20 July 2020, 12:01:10
Eh. I for one like the THs existence. Reduces the amount of hostile borders.

unless they go bat shit crazy. as happened basically EVERYTIME in bt history   ;D
Title: Re: Warship Race Redux
Post by: GermanSumo on 20 July 2020, 12:04:59
And you can ask the GMs if they want to do a peace conference.

in battletech i wouldnt call ANYTHING peace... armistice maybe, but not peace!
Title: Re: Warship Race Redux
Post by: Jester Motley on 21 July 2020, 00:43:27
A bit of a warning for all-  Work has kicked me in the ass lately, and its going to be brutal for a while.  We lost an SVP, 2 Directors, an Architect, a Senior Manager, and the resulting reorg gutted multiple other teams, and we had less than 2 weeks notice (24 hours in one case) so we're scrambling...  AND corporate just announced layoffs are coming.  So.  The good news is that I have roughly the next 10-ish turns mapped out, with contingency plans for several different paths already in place.  I should be able to modify what I have to fit any narrative that happens.  The bad news-  My ability and free time to check in here, discuss things, or write fluff is going to be severely curtailed.  I should meet all functional deadlines as expected (ffs, now I sound like I'm writing an email to the new management folks...), just... don't expect a lot of engagement or extras.  Sorry, I know there's some outstanding requests on the spreadsheets.  No excuses, but I can't get to them at the moment.  I'll do them as I can.
Title: Re: Warship Race Redux
Post by: truetanker on 21 July 2020, 10:24:26
UPDATE: Feline Overlord, heir to the Throne of Katnip, Destroyer of Laptops and the Almighty Stinkbox, has decreed that a new computer is too much hassle this month.

So I'm out till the pandemic opens up the public library and all rentals and bills are paid.

FLUFF : The Marian borders are closed until further notice, rumors have it as an attempt on the Ceasar's life, others are death of a high offical, still others of internal strife caused by the recent acquisitions of territories.Ceasar hasn't been seen or heard since he announced his statewide speech last month. Asked where he could be, no comment was the response. This reporter hopes he is ok. For MANN, this is Jo Globstein, evening news.

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 21 July 2020, 13:46:54
Looks like the Marians have been taken over by canopian spies.
Title: Re: Warship Race Redux
Post by: Lagrange on 24 July 2020, 19:45:00
I think we have DC, RWR, and PoR turns left to go? 
Title: Re: Warship Race Redux
Post by: Smegish on 24 July 2020, 22:08:45
DC, RWR, PoR, MH (though I know what he wants, just haven't posted it) and the Terrans.
Title: Re: Warship Race Redux
Post by: GermanSumo on 25 July 2020, 03:23:32
RWR will be finished monday latest!
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 25 July 2020, 06:59:32
I can't say for certain if I have sufficient time this weekend to finally churn out a proper turn. I will be able to do all the stats, but the fluff might suffer a bit.
I'm probably busy until end of next weekend.
The turn will consist mostly of "build more ships, get more tech", though.
Title: Re: Warship Race Redux
Post by: GermanSumo on 27 July 2020, 16:57:00
loooooooooooooong post incoming! as usual, all comments are welcome once its there. i still dunno if what im doing/planning will be any good. thumbs pressed, fellow players :D :D
Title: Re: Warship Race Redux
Post by: GermanSumo on 27 July 2020, 17:42:37
lets hope, my crude understanding of aerotech didnt screw me up with my designs and plans  :)) :)) :o :o
Title: Re: Warship Race Redux
Post by: VensersRevenge on 27 July 2020, 19:39:48
I've never played Aerotech at all, so you won't be any worse off than I am
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 28 July 2020, 07:21:59
We all just use the rules as written, and bend them to our needs.  8)
In this case the needs of continuous space and fantasy economics.  ;D Better not to get too close to the source material - the rules might not hold up to close scrutiny. ^^

Anyways, I intend to get a very preliminary turn soon so things can go on - there won't be too much fluff until next weekend.

I'll research AR-10s, Medium Dropships, and XL-Fusion (as already put into the spreadsheet), upgrade a midway yard from 2 to 3, build another battlecruiser and a battleship based on it, 15 new castles, and probably a few more fighters. Details in the in-character thread soon.
Title: Re: Warship Race Redux
Post by: GermanSumo on 28 July 2020, 08:52:51


I'll research AR-10s, Medium Dropships, and XL-Fusion (as already put into the spreadsheet), upgrade a midway yard from 2 to 3, build another battlecruiser and a battleship based on it, 15 new castles, and probably a few more fighters. Details in the in-character thread soon.

damned... do i envy your eco, man!
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 28 July 2020, 14:32:56
Sorry guys: been a bit out of it personally. Got some personal issues and they’re preventing me from completing my turn, even if its mostly the fluff. I might end up posting bullet points of fluff and turn data to at least get it out there.
Title: Re: Warship Race Redux
Post by: kindalas on 28 July 2020, 14:41:18
Sorry guys: been a bit out of it personally. Got some personal issues and they’re preventing me from completing my turn, even if its mostly the fluff. I might end up posting bullet points of fluff and turn data to at least get it out there.

I have done the bullet points for Fluff thing and I'll probably do it again this turn.
Title: Re: Warship Race Redux
Post by: Smegish on 02 August 2020, 01:37:30
Posted Marian turn, he couldn't afford to build anything after paying off the colony debt.

May change how that is handled in future...
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 02 August 2020, 05:43:40
I intend to post today or tomorrow.
After I had some sleep.
Welp.... forgot to post before bed. Sigh. Later.
Title: Re: Warship Race Redux
Post by: Lagrange on 02 August 2020, 09:40:58
Posted Marian turn, he couldn't afford to build anything after paying off the colony debt.

May change how that is handled in future...
Hmm, what happens to the Yi Bai they purchased?
Title: Re: Warship Race Redux
Post by: truetanker on 02 August 2020, 18:04:56
Debt... so raise taxes!

 :drool:

Also I'll take those sales, it'll mean a very large debt, but a buy is a buy. And I want to honor the deal...

TT
Title: Re: Warship Race Redux
Post by: Smegish on 03 August 2020, 01:49:40
I had missed those purchases... will fix
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 04 August 2020, 21:36:32
Finally posted. No fiction this time but points convey what I basically wanted hopefully. Been a rough couple of weeks for me and appearances say August isn't going to be better personally. Although I now have like nine plans for next turn and have already written a couple things so next time it will come out faster.

And I know I know, speed 'doesn't matter' per se.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 09 August 2020, 13:12:32
Finally managed to post before I let the second weekend pass.
Might be in need of some further formatting.
Title: Re: Warship Race Redux
Post by: GermanSumo on 09 August 2020, 14:08:20
these should be all turns except the 500 lb gorilla, right?
Title: Re: Warship Race Redux
Post by: Lagrange on 09 August 2020, 14:42:48
these should be all turns except the 500 lb gorilla, right?
I believe so.  Is there a plan for the gorilla?
Title: Re: Warship Race Redux
Post by: Smegish on 09 August 2020, 18:23:58
There is, and it's 95% done.

In other news, Marcus is no longer working on this project due to personal reasons, leaving me to carry on. If the earlier offer of writing up battle reports is still on the table I'll take people up on it.
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 09 August 2020, 20:32:34
Man, warship races sure grind up GMs.  :o
Title: Re: Warship Race Redux
Post by: Lagrange on 09 August 2020, 20:56:10
W.r.t. battles, I'm happy to help.
Title: Re: Warship Race Redux
Post by: Smegish on 10 August 2020, 02:26:16
Unlimited: The Killer Whales on the Pillar: I assume those are meant to be KW ammo for the AR-10s?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 10 August 2020, 03:30:06
Yes.  :))
Looks like I didn't write "Ammo".
I noticed at the last minute they didn't actually have any ammunition allocated.
Probably because I made the same mistake before.  :D
The Pillar is not actually meant to carry 100 White Shark Launchers in its cargo hold.
Oh, well, add another 14000 tons of cargo.
Title: Re: Warship Race Redux
Post by: Smegish on 10 August 2020, 04:09:12
to be fair, that is the weight for that much white shark ammo, the launchers themselves weigh bugger all.
Title: Re: Warship Race Redux
Post by: GermanSumo on 10 August 2020, 04:51:20
There is, and it's 95% done.

In other news, Marcus is no longer working on this project due to personal reasons, leaving me to carry on. If the earlier offer of writing up battle reports is still on the table I'll take people up on it.

im dont think my style (too colourful/unstructured) and fluency in english is enough for this. otherwise i could imagine to write something.
Title: Re: Warship Race Redux
Post by: GermanSumo on 14 August 2020, 05:08:25
so the gorilla planned its move. flexing its muscle  ;D ;D

i like those stations. i wonder if they or my station mix is more effective and if the big blue bullie to my south will test them
Title: Re: Warship Race Redux
Post by: Lagrange on 14 August 2020, 08:26:33
so the gorilla planned its move. flexing its muscle  ;D ;D

i like those stations. i wonder if they or my station mix is more effective and if the big blue bullie to my south will test them

It will certainly be interesting given the navies are so structurally different. 

My estimate is that at the end of this decade, the TH navy will be able to fight any two IS powers including the CC or any 3 not including the CC to a standstill in an all-up close-combat battle of warships vs. warships.  At the same time, the details matter as there isn't a single light naval gauss (with its 1000km range) in the entire TH fleet and the TH fleet lacks good invasion transports (other than the 2 Typhoons).  The CC warfleet (and stations) are designed to exploit both of these weaknesses.
Title: Re: Warship Race Redux
Post by: GermanSumo on 14 August 2020, 08:46:57
It will certainly be interesting given the navies are so structurally different. 

My estimate is that at the end of this decade, the TH navy will be able to fight any two IS powers including the CC or any 3 not including the CC to a standstill in an all-up close-combat battle of warships vs. warships.  At the same time, the details matter as there isn't a single light naval gauss (with its 1000km range) in the entire TH fleet and the TH fleet lacks good invasion transports (other than the 2 Typhoons).  The CC warfleet (and stations) are designed to exploit both of these weaknesses.

i assume this is just their first buildup. back to be able to defend themselves... THEN build something for agressive action.
Title: Re: Warship Race Redux
Post by: Lagrange on 14 August 2020, 09:24:58
i assume this is just their first buildup. back to be able to defend themselves... THEN build something for agressive action.
I expect otherwise given an aggressive leader who has greatly expanded the naval budget and an admiral declaring the buildup "just about complete".
Title: Re: Warship Race Redux
Post by: Smegish on 14 August 2020, 09:27:58
It will certainly be interesting given the navies are so structurally different. 

My estimate is that at the end of this decade, the TH navy will be able to fight any two IS powers including the CC or any 3 not including the CC to a standstill in an all-up close-combat battle of warships vs. warships.  At the same time, the details matter as there isn't a single light naval gauss (with its 1000km range) in the entire TH fleet and the TH fleet lacks good invasion transports (other than the 2 Typhoons).  The CC warfleet (and stations) are designed to exploit both of these weaknesses.

That range advantage is pretty small, and at that kind of extreme range you might hit once from each 15 gun volley from the Lie Ren, which you only have 2 of. The other ships don't pack enough LNG's to worry about.

And as to the lack of invasion transports, well the THN intends to use the battlefleet to secure the system, before the ground troops come in on standard JumpShips. Takes longer but don't risk ground forces unnecessarily.

Unfortunately the maintenance bill will be back up to 2/3rds of their budget by next turn.

I expect otherwise given an aggressive leader who has greatly expanded the naval budget and an admiral declaring the buildup "just about complete".

He believes that what they are building will be sufficient, may or may not be the case.
Title: Re: Warship Race Redux
Post by: Lagrange on 14 August 2020, 09:50:43
That range advantage is pretty small, and at that kind of extreme range you might hit once from each 15 gun volley from the Lie Ren, which you only have 2 of. The other ships don't pack enough LNG's to worry about.
Yeah, the Lie Ren's odds of hitting are quite low at extreme range, but it can sustain combat for a long time before it must withdraw to resupply.  For example, at one hit/minute, that's 900 damage/hour.  Over the 24 hour combat endurance of the Lie Ren, that's 21600 capital damage, enough to maul one of the TH fleets.  It's a different kind of combat, something that we haven't seen yet in either game as far as I recall. 

I don't expect the LNGs on the other warships to matter much in fleet combat since they aren't fast enough to keep the range.  Those are useful against stations or (maybe) crippled warships.
Title: Re: Warship Race Redux
Post by: truetanker on 14 August 2020, 19:25:54
Have you fixed the station costs yet for MH?

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 14 August 2020, 20:06:57
With a sufficient amount of ships, a fleet can just adopt what I'd call a wrench formation. Probably more of a pincer move. At least 1 ship each in the center and 2 (as it's 3D, better 4) prongs. If the longer ranged ship engages the center, the center falls back and the prongs advance, forcing the opposing ship to either fall back or put itself in jeopardy.
In the latter case, the prongs will collapse onto the target, possibly getting a hit in.
In the former case, nothing much happens, and the process repeats itself.
If the target engages one of the prongs instead, that ship will fall back and to the side, and the formation will rotate.
Finally, given the ship count advantage of a force like the TH, they can probably keep a few ships in reserve, either to rotate fresh crews (even an elite crew will degrade rapidly after several hours at 3G) or to keep a jump reserve in case the battle ever propagates outside the jump limit (or near a La-Grange point).
Of course, with a number superiority, they could also set up multiple layers of accelerating fighters, forcing a faster, smaller enemy fleet to either get off their back for an hour or get hit either by the fighters or the battleships.

At least, that would be my take on the situation. The TH navy is actually rather unsuited for the task as a whole, as only their constitutions can really engage in those tactics, and that requires at least a 4:1 numerical superiority.
Edit: Man, Nihongi will be ancient when he's done. Assuming he's not assassinated soon.
Title: Re: Warship Race Redux
Post by: Lagrange on 14 August 2020, 22:18:54
I don't think I understand how the prongs approach works.  You would need the other ships (including the center one) to shift into a new prong configuration as the attacked prong falls back.  But that doesn't work very well in space because there is no 'friction'---the new prong would need to reverse thrust to slow down making rapid reconfigurations more difficult than you might expect.  For the Lie Ren, target selection and target switching is certainly a tricky process, part of why the crews are elite.  (Another part is because accuracy is super important at extreme ranges.)

It does seem plausible that fleet maneuvers can significantly reduce the rate of safe fire that the Lie Ren can put out and can cause the damage to be distributed relatively evenly across the fleet.  My expectation is that there is a significant learning curve here due to the shift in tactics from a "wall of battle" that characterizes every battle so far to something much more fluid.   

CC doctrine prioritizes destroying the enemy's strategic mobility, making jumpships a higher priority target than warships.  As a consequence, a jumpship heavy fleet (like the TH) could find itself forced to defend a (relatively) fixed position (the location of the jumpship fleet) against the Lie Ren limiting tactical flexibility.   

A simple tactic moving beyond the wall of battle is a sacrifice play: detach a ship or a squad to pursue the Lie Ren while the fleet moves on.   The Li Ren might eventually kill off the sacrificial ships, but that gives the other ships a huge head start in going wherever they are going.   Alternatively, the Lie Ren could dodge the sacrifice play to pursue the main body of the fleet, but that takes up significant time.

W.r.t. the fighter approach, part of the reason why the Lie Ren is so large is to achieve invulnerability to fighter scale weapons.  If we were playing with standard BT rules, that would not work.  (On the other hand carrier tactics are overwhelming, so I don't think that's a mistake...)

W.r.t. crews getting exhausted, that seems very plausible.  Both sides would be suffering here.  I'd estimate the elite side has an edge in combat under equal levels of exhaustion, but at some point rest would certainly be required.  If the Lie Ren disengages periodically for rest breaks, combat stretches out over significantly more time than a day.

It must be said though that bad luck or a bad tactical decision could easily destroy the Lie Ren.   Jumping into a pirate point where the enemy happens to be, turning left when you should have turned up, misjudging enemy ship speed & location, etc... are all very natural failure modes.  How far does it manage to go before a critical mistake is made? 

Incidentally, the "easy" counter to the Lie Ren is to just have a slower ship with more LNGs and armor.  The FS already halfway does this.
Title: Re: Warship Race Redux
Post by: Smegish on 22 August 2020, 20:10:31
Sorry about the lack of communication recently, RL stuff keeps getting in the way.

For those who are interested in helping write battle reports, I have the following fights that have broad results, but need details:

*In Chronological Order*

CapCon vs FedSuns in Maharet
Terrans v CapCon in Terra Firma
Marik v Lyrans in Gienah
Marik v Lyrans in New Kyoto
Combine v FedSuns in Klathan
CapCon v Terrans in Terra

Title: Re: Warship Race Redux
Post by: kindalas on 22 August 2020, 21:57:36
I'll take whichever ones you want me to take.

I can't believe that the FWL went after one of the decoy shipyards...  :D
Title: Re: Warship Race Redux
Post by: VensersRevenge on 22 August 2020, 23:11:09
I'll take any the FWL aren't involved in.
Title: Re: Warship Race Redux
Post by: Lagrange on 23 August 2020, 08:17:58
I'm happy to do either Marik v Lyrans or Combine v FedSuns.
Title: Re: Warship Race Redux
Post by: Smegish on 24 August 2020, 01:52:44
So, how about Lagrange handles the two Marik v Lyran fights, Kindalas handles the Terrans v Cappies fights, and Vensers handles the Cappie v FedSuns and Combine v FedSuns fights?

In the meantime, I'll finish up the UHC v Taurian campaign and the Marian v Illyrian fight.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 24 August 2020, 02:41:12
Sounds good to me.
Title: Re: Warship Race Redux
Post by: Lagrange on 24 August 2020, 07:12:39
Sure.
Title: Re: Warship Race Redux
Post by: kindalas on 24 August 2020, 10:30:15
sounds good to me.
Title: Re: Warship Race Redux
Post by: kindalas on 27 August 2020, 23:39:36
I'm plugging away on these fights.

Trying to make them exciting and with smart naval leaders.

So don't do my Lyrans dirty, otherwise the Capellans will read like a stackpole novel.....


 :D :D

Title: Re: Warship Race Redux
Post by: Lagrange on 28 August 2020, 06:54:55
Trying to make them exciting and with smart naval leaders.
I finished Gienah.  Both sides made smart choices all the way through...
Title: Re: Warship Race Redux
Post by: truetanker on 28 August 2020, 10:15:30
I like dirty fights, it allows me to play even dirtier later. Here's hoping I don't get smeared to badly.

TT
Title: Re: Warship Race Redux
Post by: Alsadius on 31 August 2020, 06:32:47
So I just found this thread. (Marcus sent me a PM on another forum back in March, and I just happened to notice it now)

I haven't had time to go through everything yet, but I think I like most of the changes I've seen so far. Balancing the budgets more than I did might be "less realistic", but I'd wager it's been more fun.

If i wanted to take over the Taurians, how long would it be until I needed to get my turn submitted?
Title: Re: Warship Race Redux
Post by: Lagrange on 31 August 2020, 07:26:19
So I just found this thread. (Marcus sent me a PM on another forum back in March, and I just happened to notice it now)

I haven't had time to go through everything yet, but I think I like most of the changes I've seen so far. Balancing the budgets more than I did might be "less realistic", but I'd wager it's been more fun.

If i wanted to take over the Taurians, how long would it be until I needed to get my turn submitted?
Smegish is running this, but my understanding is that battles involving the Taurians have occurred(?) and have not been posted yet. 
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 31 August 2020, 07:43:55
Welcome back, Alsadius.  :)
I suppose you could jump in, but given that people are writing individual combat reports now, it might be more prudent to wait that out and then jump in on the next turn?
That said, who knows how long this iteration will go. Seems 5 turns is about the length after which one GM burns out, and we'll need a steady stream of sacrifices to keep it going.
Title: Re: Warship Race Redux
Post by: Alsadius on 31 August 2020, 07:48:00
Alright. If the turn is being written, I'll jump in for next turn. Gives me time to catch up on everything too.
Title: Re: Warship Race Redux
Post by: GermanSumo on 31 August 2020, 08:06:30
Alright. If the turn is being written, I'll jump in for next turn. Gives me time to catch up on everything too.

welcome, alsadius. which realm will be yours? uhc?

anyway, warm greetings from the rim world republic and me  :)) :))
Title: Re: Warship Race Redux
Post by: Alsadius on 31 August 2020, 08:28:30
welcome, alsadius. which realm will be yours? uhc?

anyway, warm greetings from the rim world republic and me  :)) :))

TC. I want a navy. The UHC was mildly amusing as a NPC realm for me last time, because they were so different, but I could scratch my fleet-building itch with the Terran Hegemony.

And even then, your RWR was probably my favourite of the bunch I played as NPCs - I felt like I could give it its own flavour, whereas if I had a turn with any of the main five, I was just a caretaker until a new PC came in. The TH was so gargantuan that I kept looking for in-universe ways to nerf their growth, like building Potemkins and Newgranges, and the other realms were too small to do much with.
Title: Re: Warship Race Redux
Post by: Lagrange on 31 August 2020, 08:58:50
TC. I want a navy. The UHC was mildly amusing as a NPC realm for me last time, because they were so different, but I could scratch my fleet-building itch with the Terran Hegemony.

And even then, your RWR was probably my favourite of the bunch I played as NPCs - I felt like I could give it its own flavour, whereas if I had a turn with any of the main five, I was just a caretaker until a new PC came in. The TH was so gargantuan that I kept looking for in-universe ways to nerf their growth, like building Potemkins and Newgranges, and the other realms were too small to do much with.
I'd suggest waiting for the outcome to decide.  There are a couple paths for the TC to cease to exist this turn and the UHC has a significant navy this time.
Title: Re: Warship Race Redux
Post by: GermanSumo on 31 August 2020, 11:03:58
I'd suggest waiting for the outcome to decide.  There are a couple paths for the TC to cease to exist this turn and the UHC has a significant navy this time.

hehehe lagrange here is playing the liaos :D and hes too darn good at it. right now hes beating the terrans to a pulp and as a side projects, will vassalize the taurians which i also wanted to play. i let him discourage me.
Title: Re: Warship Race Redux
Post by: Alsadius on 31 August 2020, 11:35:20
I'd suggest waiting for the outcome to decide.  There are a couple paths for the TC to cease to exist this turn and the UHC has a significant navy this time.

Fair. No rush. I'll wait and see what happens.

Also, I'm up to about page 10 now. The discussion about what I meant by advanced PPCs? It was light PPCs, heavy PPCs, and PPC capacitors. (There's a comment on the master sheet for the first game)

Edit:
If anything I'm doing as a GM is making you think there are only a handful of 'ideal' approaches, either I'm sending the wrong signals, or those signals are being misinterpreted.

Fully agreed with this, and the whole post. But I find it a bit amusing, because you seemed to be the one who was the biggest believer in there being one true way last time. Nothing wrong with that, especially if it was intended as roleplay, and it led to some interesting designs. But it also kept me on my toes, trying to ensure that the rules weren't actually as broken as that. (God, the number of times I wound up thinking about anti-missile rules, and how to ensure they stayed balanced in the face of the insane missile arms race that my fighter rules created...)

Also, I have to say that it's been a ton of fun reading this thread. All the stuff I was doing a couple years ago is coming back to me, and it seems to have really struck a chord with you guys. It makes me extraordinarily happy to see how much you liked it, and to see you guys going out of your way to replicate it.
Title: Re: Warship Race Redux
Post by: Smegish on 01 September 2020, 01:40:05
Welcome Alsadius!

You can certainly take the Taurians off my hands next turn if you want them, I can guarantee they are not dead just yet. The UHC has had some political shenanigans happen, which will be made public before too long and that is going to cause some serious issues in the nation.

In other news, with my (hopefully still) upcoming wedding in October and marcus having left us, not a whole lot will be happening regarding this game during that month. Not abandoning the game just yet, but letting people know ahead of time.
Title: Re: Warship Race Redux
Post by: kindalas on 01 September 2020, 07:19:01
I'm doing a major computer upgrade this week that has put writing on the back burner.

So if anyone is stressing about getting things written by the weekend don't stress.

But I have an outline on how the fights went and it is glorious.
Title: Re: Warship Race Redux
Post by: Lagrange on 01 September 2020, 07:33:05
I'm interested to see what happens with the UHC as they were all set for a fight with the TC...

I was finding the New Kyoto fight difficult to simulate in my head, so I spent a day and made a simulator.  It's in C++ (which I expect is not useful to most folks) and of course has a few issues, but I found it quite helpful in understanding the outcome space.  Things included:

1) critical hits
2) point defense (including the house rule)
3) targeting before firing
4) simultaneous damage
5) damage resolution from biggest to smallest

Things not included:
a) Responsive maneuvering.
b) Collisions with an out of control unit.
c) Standard scale weapons fire vs capital armor house rule.
d) Standard scale weapons fire vs capital structure is approximate.
e) Rolling sides.
f) targeting is slightly sloppy.  That's probably realistic.

Anyways, happy to post if it's helpful to someone.  I'll probably refine it further if there are other combats to worry about.

The New Kyoto fight also made me appreciate how powerful warship structure is in the broadside arc.  A Marik (for example) can often keep fighting effectively until structure destruction is complete.   This has some bearing on the nose warhips vs. broadside warship debate.  To a reasonable approximation, a nose warship has nose armor while a broadside warship has armor + structure. 
Title: Re: Warship Race Redux
Post by: kindalas on 01 September 2020, 10:41:51
I'm interested to see what happens with the UHC as they were all set for a fight with the TC...

I was finding the New Kyoto fight difficult to simulate in my head, so I spent a day and made a simulator.  It's in C++ (which I expect is not useful to most folks) and of course has a few issues, but I found it quite helpful in understanding the outcome space.  Things included:

Things not included:
e) Rolling sides.


I feel like Rolling Sides is kind of important to the utility of a broadside fighter.

And since we know the outcomes I'm focusing on making an interesting narrative about the strategy employed by each side.
Title: Re: Warship Race Redux
Post by: Lagrange on 01 September 2020, 10:46:25
I feel like Rolling Sides is kind of important to the utility of a broadside fighter.
It's super-important in general, just not here.
Title: Re: Warship Race Redux
Post by: marcussmythe on 01 September 2020, 12:48:57
The value of rolling ship is strongly impacted by fleet size, assuming fire is discreet salvoes (as it is in TT) as large fleet sizes will cause ships to go from ‘undamaged’ to ‘monatomic gas’ before they have a chance to roll.  Real life is analog, not digital, so the ability to roll in response to fire is up to the GM.

Another fun note about Structure... it cares not for mass. A 150SI FF has thinner armor, but the same SI, as a 150 SI BB.  This doesnt redress all the disadvantages of smaller hulls, but does pull (some) of the sting.
Title: Re: Warship Race Redux
Post by: Alsadius on 01 September 2020, 23:25:57
I've finally caught up. It sounds like all the battles are already being written for this turn, but I wouldn't mind doing some here and there on other turns. (I clearly can't maintain a GM's pace long term, but an odd battle here and there is fine.)

And I see what you mean about the TC being in trouble. I'll pick an empire after this turn, either way.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 02 September 2020, 00:16:29
Welcome (back) Alsadius!!
Title: Re: Warship Race Redux
Post by: Lagrange on 03 September 2020, 14:20:46
W.r.t. rolling sides, it remains relevant for extreme range combat, at least for now.  Here, a typical to-hit number is 4+6(range)+2(side aspect)=12, implying a 1-in-36 chance of a hit.  We haven't yet seen fleets large enough to wipe out a single enemy warship at extreme range each turn.   This will likely change with advancing technology...

I've also been tinkering with my little fleet combat simulator program and implemented rolling of sides.

Edit: more tinkering.  Collisions are handled.  Targeting is improved, although still far from perfect.  Of the things listed before, what remains unhandled is:
a) Responsive maneuvering.
d) Standard scale weapons fire vs capital structure and armor is approximate.

I don't plan to handle these for now.
Title: Re: Warship Race Redux
Post by: Lagrange on 09 September 2020, 08:03:02
Where are we in finishing the turn?  (Is there anything I can help with?)
Title: Re: Warship Race Redux
Post by: kindalas on 09 September 2020, 11:07:52
I've just gotten everything reinstalled after the big hardware upgrade.

So I'm back to working on my two capellan hegemony fights.
Title: Re: Warship Race Redux
Post by: Lagrange on 09 September 2020, 13:13:36
I shouldn't help with those :) 

Where is Combine v FedSuns?
Title: Re: Warship Race Redux
Post by: VensersRevenge on 09 September 2020, 13:25:20
Working on it. Law School sucks, but I will have it finished on Friday at the latest
Title: Re: Warship Race Redux
Post by: Alsadius on 09 September 2020, 15:46:38
If there's things not yet done by the weekend, let me know and I can probably write something as well.
Title: Re: Warship Race Redux
Post by: Lagrange on 10 September 2020, 08:02:17
I'm happy to help also.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 11 September 2020, 14:04:07
It's not my most detailed work, but the FS v DC fight is finished.
Title: Re: Warship Race Redux
Post by: Lagrange on 14 September 2020, 08:07:16
Checking again, where are we?
Title: Re: Warship Race Redux
Post by: truetanker on 14 September 2020, 08:20:35
Lost in Spaaaace... echo echo echo.

TT
Title: Re: Warship Race Redux
Post by: kindalas on 14 September 2020, 09:51:18
Checking again, where are we?

Trying to figure out why the one file that didn't make it over during a hardware upgrade was my WIP turn summary.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 14 September 2020, 10:03:14
Checking again, where are we?

Terra circa 2020 unfortunately
Title: Re: Warship Race Redux
Post by: Lagrange on 14 September 2020, 13:51:46
Trying to figure out why the one file that didn't make it over during a hardware upgrade was my WIP turn summary.
Uhoh?
Terra circa 2020 unfortunately
Hmm, the odds of reaching another star in our lifetimes are rather low...
Title: Re: Warship Race Redux
Post by: kindalas on 14 September 2020, 14:23:39
I was able to track down a copy.

File was "open" when backup ran so it didn't save.

But auto backup was on so I tracked down a copy using the appdata folders.
Title: Re: Warship Race Redux
Post by: Ghost-of-Smeg on 15 September 2020, 02:41:15
Smegish here, for some reason I can't login as myself at the moment...

Work is ongoing, will be done this week or you may travel to my house and stab me.
Title: Re: Warship Race Redux
Post by: Wrangler on 17 September 2020, 07:43:31
Smegish here, for some reason I can't login as myself at the moment...

Work is ongoing, will be done this week or you may travel to my house and stab me.
Try it now, it should be working unless you have logged in a long while.
Title: Re: Warship Race Redux
Post by: Lagrange on 19 September 2020, 08:40:10
Checking again: where are we?  (Kindalas, could Alsadius help?)
Title: Re: Warship Race Redux
Post by: kindalas on 19 September 2020, 22:23:41
Checking again: where are we?  (Kindalas, could Alsadius help?)

I have a chunk of time set aside for tomorrow and monday so I should be good.
Title: Re: Warship Race Redux
Post by: truetanker on 20 September 2020, 09:10:46
 Doing Marian things, you know.

TT
Title: Re: Warship Race Redux
Post by: GermanSumo on 20 September 2020, 09:40:20
*sitting on the sidelines in germany, munching snacks and waiting patiently for results of his first turn, cheering on all those writing the stuff* go go go, dudes and dudettes  ;D
Title: Re: Warship Race Redux
Post by: Lagrange on 25 September 2020, 16:57:46
Checking x4?
Title: Re: Warship Race Redux
Post by: truetanker on 25 September 2020, 20:21:27
Thinking now of raiding the Inner Sphere for parts...

TT
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 27 September 2020, 06:14:43
Smegish here, for some reason I can't login as myself at the moment...

Work is ongoing, will be done this week or you may travel to my house and stab me.
Hey, I can relate to that problem! 
My login data got lost on my desktop, can't remember my password, and the mail-functionality is non-working, so I can only log in from this here laptop, where I couldn't actually do my posts.
Your issue sounds a bit more forum-technical, though.
Title: Re: Warship Race Redux
Post by: Alsadius on 27 September 2020, 07:32:37
For what it's worth, if you ever need to get in touch with me off these forums, your best bet is Reddit. Same username.
Title: Re: Warship Race Redux
Post by: Alsadius on 30 September 2020, 23:13:04
One of the biggest changes between this game and mine is the maintenance costs of ships. And, because I'm a truly colossal dork, I got my hands on an academic paper studying naval costs in the ancient world. Because things are quiet around here, I'll share the main takeaway.

In the First Punic War, about 5% of the cost of a navy was construction, and another 5% was maintenance (in the sense of keeping the ship itself in working order). The other 90% was crew costs. Keeping a galley out on the water for a month and a half cost more than building it did, because the ships were quite cheap, and the rowers were quite expensive. This is also why this sort of warfare rarely produced decisive results - losing a ship often meant its crew drowned, and thus didn't need to be paid. So them making it back to port was often more expensive than just building a new ship and getting a new crew, because their wages for a trip could easily be more than the cost of a hull.

I don't claim this applies to our BattleTech game, of course. High-tech warfare is different than an era when the most expensive part of a ship is literally a solid block of bronze (the ram was big, and metal was expensive). But you guys seem like the sort of dorks who'd enjoy this bit of historical info.

Side note: The author of this paper is also the author of one of my favourite blogs. A lot of his writing is ancient or fantasy, but he's done a bit on sci-fi too: https://acoup.blog/2019/11/29/collections-where-does-my-main-battery-go/
Title: Re: Warship Race Redux
Post by: Lagrange on 01 October 2020, 11:47:34
Looking at aircraft carrier budgets this quora answer (https://www.quora.com/How-much-does-it-cost-to-build-and-to-maintain-one-aircraft-carrier) suggests that 1/2 price per decade is  a fairly reasonable estimate.   
Title: Re: Warship Race Redux
Post by: Alsadius on 01 October 2020, 17:06:20
For modern equipment, I don't doubt it. But I found that interesting.
Title: Re: Warship Race Redux
Post by: Lagrange on 02 October 2020, 16:06:49
For modern equipment, I don't doubt it. But I found that interesting.
Yeah, the change with technology gives some justification for maintenance being an even lower fraction in the future.

I'm assuming nothing will happen for the next month due to Smegish getting married.
Title: Re: Warship Race Redux
Post by: Trace Coburn on 08 October 2020, 06:56:26
  Rats: I’ve finally caught up with the thread, and it’s on hiatus.  :(  I was hoping to pick Smegish’s brain about some mechanics, too.  Ah, well — I just hope he enjoys his honeymoon.
Title: Re: Warship Race Redux
Post by: GermanSumo on 20 October 2020, 09:40:15
*steps into the big players hall of the redux thread. google pages, pens, broken keyboards and empty or half empty coffee mugs lie splattered across the deserted hall. hendrik shyly steps and say* Hello.... are we or anybody alive?
Title: Re: Warship Race Redux
Post by: Lagrange on 20 October 2020, 13:23:27
*steps into the big players hall of the redux thread. google pages, pens, broken keyboards and empty or half empty coffee mugs lie splattered across the deserted hall. hendrik shyly steps and say* Hello.... are we or anybody alive?
I think we're primarily waiting until November on Smegish who is busy with a wedding/honeymoon and secondarily on Kindalas (although he may have finished).
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 21 October 2020, 16:36:17
Don’t forget the waiting in the Kickstarter we’re waiting on.

Got bored at worked developed a whole RP where the FRR evolved from this PoR and I’ve got legions of Warships, mechs, and a full working infrastructure.... just cause I was bored.
Title: Re: Warship Race Redux
Post by: Alsadius on 22 October 2020, 07:52:42
So where's your Rasalhague thread for us?  ;)
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 22 October 2020, 14:31:54
So where's your Rasalhague thread for us?  ;)

Currently on scrap paper in my room lol. Working in refining it some more into more a more reasonable thing. Like a bit of backstory on how the PoR didn’t get absorbed by the DC, survived the Amaris and Succession Wars, etc

EDIT: I've got a bit of working ideas... but basically it will be a side project 9ill probably never finish lol). Going to modify the thread's history a bit to spread it out more. I think I'm going to have them get in close with the SL so that I don't have to explain an SLDF formation there, or how Amaris didn't raise a couple of Secret Divisions there. How during the Succession wars their fleet got ground down between the Lyrans and the Combine, but by 3025 and the end of the Fourth War were the same size as 3049 FRR but with increased navies (ala the whole idea of this thread kinda). That and maybe a post Amaris RWR or Finmark Republic..... IDK.... like I said side project at work when im bored.

EDIT EDIT: Think Il also start a Thread in Fan Fiction just for when im bored sitting at my farms in Minecraft.... yup I'm a nerd.
Title: Re: Warship Race Redux
Post by: Lagrange on 06 November 2020, 07:58:01
Is Smegish back?  Has Kindalas finished battles? 
Title: Re: Warship Race Redux
Post by: Wrangler on 06 November 2020, 08:04:15
I'd love see these battles.  :drool:
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 06 November 2020, 17:14:47
AFAIK not yet. I’ve been working on the PoR 3049 on and off over the past couple weeks... mostly on paper. Gonna write some more tonight. Maybe I might finish it for National Writing Month lol
Title: Re: Warship Race Redux
Post by: truetanker on 06 November 2020, 21:07:50
Marian Hegemony are selling slaves to any potential buyer, quarter mil for each lot of 500! Cheap, slightly used but affordable.  Many variables available, buy three bulk loads for just a Half Mil! SALE! Own your own colony?  Stock up now! Limited services,  not available outside the periphery,  some exclusions apply. Sales taxes, product conditioning and legal ownership of " stock ", non-transferable.

Mr. Pi LLC.

TT
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 06 November 2020, 23:03:24
Just an FYI: The vessels in my PoR 3049 thread are NOT the ones used for this WRR. I will put a disclaimer in that thread too.
Title: Re: Warship Race Redux
Post by: kindalas on 08 November 2020, 09:58:20
I'd love see these battles.  :drool:

I need to get my parts done.

But I'm slowly working on it.
Title: Re: Warship Race Redux
Post by: Lagrange on 08 November 2020, 11:15:44
I need to get my parts done.

But I'm slowly working on it.
Perhaps you could hand off one of your battles to someone else?
Title: Re: Warship Race Redux
Post by: GermanSumo on 21 November 2020, 08:54:14
is the smgeman alive? anybody heard from the newly wed? or hes still partying in bangkok, trying to avoid coming home?  ;D ;D ;D ;D
Title: Re: Warship Race Redux
Post by: Lagrange on 22 November 2020, 08:45:29
is the smgeman alive? anybody heard from the newly wed? or hes still partying in bangkok, trying to avoid coming home?  ;D ;D ;D ;D
I haven't heard anything. 

I'm planning to wait until the end of the month, then post the two battles I did. 
Title: Re: Warship Race Redux
Post by: Lagrange on 01 December 2020, 08:27:55
I haven't heard anything. 

I'm planning to wait until the end of the month, then post the two battles I did.
Done, hope you like it.  Both sides tried to use smart tactics in multiple ways throughout. 

Just to resolve a few mysteries:
1) Humphreys could have easily taken out the jumpships at Gienah by sending a Marik on top of them.  He intentionally let them go to get a Lyran response uncovering New Kyoto on a predictable timeline.
2) The Lyran fleet jumping in to support Natash was from Skye.  When the New Kyoto fleet left, the Skye fleet was repositioned to the Alcor nadir point and ran constantly updating solutions to New Kyoto. 
3) A jump circuit was used to bring word of the Gienah battle to the New Kyoto fleet before it jumped into New Kyoto.
4) The New Kyoto battle was entirely winnable by the Mariks given the tactical discoveries of the Gienah battle---I built a simulator to prove it to myself.  Nevertheless, Smegish wanted the Lyrans to keep control of New Kyoto.   
Title: Re: Warship Race Redux
Post by: GermanSumo on 01 December 2020, 16:09:51
awesome writeup and some nice clashes. bonus points for each big blue meanie damage inflicted :D  :D what do you think... mariks lost quite a lot more in these clashes, despite doing substantial damage to the yards?
Title: Re: Warship Race Redux
Post by: truetanker on 01 December 2020, 16:29:09
Illyrian Palatinate's time might be up in this era.

Since I got a new 'Puter and all...

Just sayin'


Conclusio Mariali vertente Hegemony vivat!

TT
Title: Re: Warship Race Redux
Post by: Lagrange on 01 December 2020, 19:43:35
awesome writeup and some nice clashes. bonus points for each big blue meanie damage inflicted :D  :D what do you think... mariks lost quite a lot more in these clashes, despite doing substantial damage to the yards?
On paper, the Marik's look underarmored and overpriced.  They undoubtedly could use an armor refit, but their structure makes them more durable than I initially expected---warships can zombie mode better than just about any other unit from the side aspect.   As far as price, the versatility of the docking collars is a reasonable tradeoff once you get to medium dropships.  Combat dropships are effectively glass cannons which at least augment warships noticeably.  Large dropships will change that equation again and large dropships vs. stationary targets with remote launches will be extra interesting.
Title: Re: Warship Race Redux
Post by: Alsadius on 03 December 2020, 09:59:35
Where did the battles get posted? I don't see them offhand.

Edit: https://bg.battletech.com/forums/aerospace/warship-arms-race-the-in-character-stuff/msg1649233/#new
Title: Re: Warship Race Redux
Post by: Lagrange on 03 December 2020, 17:39:03
Where did the battles get posted? I don't see them offhand.

Edit: https://bg.battletech.com/forums/aerospace/warship-arms-race-the-in-character-stuff/msg1649233/#new
I just posted the ones that I did---I don't have access to the others.

More importantly Smegish isn't responsive, so we don't have a GM at present.   To continue, we need a new plan.
Title: Re: Warship Race Redux
Post by: truetanker on 03 December 2020, 17:52:29
He has RL...

He happens to be on my facebook, as is Marcus.

It's currently a pandemic, and summer where he is, not to mention a new wife and that other stuff that goes with it!

" Something honey? ... yes my love... ( sigh ) yes, dear... fine... ( Ugh! Why did I marry again? ) Sure thing love of my life! No more Battletech you say? Well... you look ever so lovely today, as do your mum. ( shudder ) "

Smegish I jest of course... Hope your life is swell! And as soon as this pandemic is over, the better we can get the twice a month posts again.

I wonder if we should run a Ground Redux as well?

TT
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 04 December 2020, 18:40:53
He has RL...

He happens to be on my facebook, as is Marcus.

It's currently a pandemic, and summer where he is, not to mention a new wife and that other stuff that goes with it!

" Something honey? ... yes my love... ( sigh ) yes, dear... fine... ( Ugh! Why did I marry again? ) Sure thing love of my life! No more Battletech you say? Well... you look ever so lovely today, as do your mum. ( shudder ) "

Smegish I jest of course... Hope your life is swell! And as soon as this pandemic is over, the better we can get the twice a month posts again.

I wonder if we should run a Ground Redux as well?

TT

Lol not against you I won’t :)
Title: Re: Warship Race Redux
Post by: truetanker on 02 January 2021, 06:38:51
Lol not against you I won’t :)

I wonder why, do tell... please?  8)

TT
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 02 January 2021, 16:53:14
Well first off: Happy New Year’s all!

Secondly: you’d produce all these custom little tanks and combat vehicles and swarm the Inner Sphere like Mercer Ravannion has a baby with the Taurian meme about vehicles. Knowing your expertise in the area means we will all be hard pressed to stop you even with mechs. Lol


Seriously it would be a challenge for sure.

That being said I’d like to continue to Warship one at some point or another (or restart it but for that admins would need to be acquired), but maybe I’d throw in for a ground version.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 02 January 2021, 20:32:54
A ground version would be interesting. At least I know how to design non-infantry ground units.
Title: Re: Warship Race Redux
Post by: truetanker on 03 January 2021, 21:26:51
Well...

IF we do get started again, yeah, willing to continue.

BUT if we start a 3rd time, I do hope we can do some ground stuff...

Attacking via jumper with no warship support....

Ideal?

I say link it as Warship Redux III : Ground Attack!

And label the WS one as Warship Redux III : Aero Attack! or something like that...

TT
Title: Re: Warship Race Redux
Post by: Lagrange on 08 January 2021, 10:18:18
For success, it seems we need to decrease the load on the GMs even further.   Having the map was super-helpful, but it seems the battles end up taking to much energy for sustainability.

Perhaps a system where the GMs define the battles that happen and anyone non-conflicted can resolve them as desired on a first-come-first-serve basis?
Title: Re: Warship Race Redux
Post by: UnLimiTeD on 10 January 2021, 07:18:05
And here I just forgot about it for a month.

I do think we need a system that can automate as many actions and calculations as possible.
That said, a scope of about 5 turns, give or take, seems about the limit of motivation.
We also have to factor in that an efficient way to build ships with the given rules is nothing like the canon designs, and some people might just go in with the wrong expectations and become disillusioned and demotivated. It really isn't a well thought out ruleset, unlike the ground rules.
Title: Re: Warship Race Redux
Post by: truetanker on 10 January 2021, 13:15:08
Why not do it as in tabletop, 1 turn aero, and 2-3 turns ground? But different planets?  Each official turn / decade?

TT
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 12 January 2021, 10:22:19
I’ll only disagree with the motivation to turn ratio due to it being 2020 after all. I know it was a rough year for me.

Lagrange definitely hits on the point of sourcing out the battles to those interested in writing it.

The only problem with dual aero/ground Redux would be maintaining two budgets (ideally) or forcing things you want to do with only one budget. An interesting theory the second one there as it really raises how you want your faction to play out.
Title: Re: Warship Race Redux
Post by: truetanker on 14 January 2021, 00:15:18
I see forcing one budget as, well IRL... ( there I go again, drowning catgirls!! ), it's what every country does today.

IF we do this, allow a build up of arms, not just naval, but for both.

Yeah, nay?

Army or Navy... cause Aero is in both.

TT
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 18 May 2021, 09:16:23
So a bit of Necro... but how’s everyone doing? Anyone around to continue? Restart? Re-do? Change-up?

Idk I just got a bit of creative inspiration on the PoR 3049 stuff I was working on and started writing again and was like... ‘damn now I want more Warship Redux two! (Pun intended!)’
Title: Re: Warship Race Redux
Post by: kindalas on 18 May 2021, 09:29:50
So a bit of Necro... but how’s everyone doing? Anyone around to continue? Restart? Re-do? Change-up?

Idk I just got a bit of creative inspiration on the PoR 3049 stuff I was working on and started writing again and was like... ‘damn now I want more Warship Redux two! (Pun intended!)’

While I'd love to, I just don't have the time/energy these days.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 18 May 2021, 10:09:26
No worries: I know the feeling. Chances are my thread will get like three four new posts and I’ll run out of energy on it too lol
Title: Re: Warship Race Redux
Post by: truetanker on 18 May 2021, 19:02:53
Still wanting...

Hope we can do ground forces as well...

TT
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 05 October 2021, 23:06:08
So: Sorry Thread Necro again.

First off: hello all, hows everyone doing?

Second off: curious on a couple of things. First off did any of the 'admins' of this or the previous iteration of this have the data for how they calculated the results of each faction per turn? Second (more hopeful): anyone interested in doing a third iteration (or continue this?)

and third of all: I hope you guys can check the link in my sig for the PoR ships. I think I've gotten them to a point where I'm happy (ish) with the results. However, I'd love your opinions and comments on them  to see whether I've missed something critical or some big design flaw. I'm still writing the fluff parts, and now I'm working more heavily on the actual RP part now that I think I've figured out a solid timeline alteration (coming soon! (ish)).

Anyways.. .thanks all regardless!
Title: Re: Warship Race Redux
Post by: truetanker on 05 October 2021, 23:49:23
Marian Hegemony glances at the prescribed link...

Tasty prize they are... * grumbles at the lack of fleet actions *.

TT
Title: Re: Warship Race Redux
Post by: Lagrange on 06 October 2021, 18:45:26
I think a key question here is: how do you avoid GM burnout?
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 06 October 2021, 19:14:52
I think a key question here is: how do you avoid GM burnout?

That’s a question I can’t personally answer well. But honestly it depends mostly on me: I’m good playing games for a long period of time: DM’ing is a whole different ball game. I don’t mind running the numbers or help DM…. But I suck at writing (well…. Mostly just communicating my ideas with others). Give me a script or an adventure book and I’ll run it no problem. In something like this it’s not impossible to DM and play (theoretically) meaning the workload could be spread amongst the players. If it’s a new system that one person designed you have to be interested in running, modifying, and tweaking the game until it’s playable with very few hitches. If it’s an established system it just takes a person who can interpret the rules fairly and in something like this it’s meant to both balance among players but might include a winner at some point…

That’s being said… that’s my two cents on it.
Title: Re: Warship Race Redux
Post by: truetanker on 06 October 2021, 22:57:07
If we knew how damage was transferred and what actions are needed to make such transfers happen, then it would be easy. OTOH, knowing this info, would Min/Maxing a WS to optimize the damage profile create a conundrum? Ergo, we shouldn't cheese munch it...

Now I am in the process of creating a 3D model Starmap with about 50 systems surrounding a central system. BT uses 2D maps... paper and all.

When I am done I'll repost the model... and we'll go from there.

TT
Title: Re: Warship Race Redux
Post by: rufusexc on 11 February 2024, 04:29:26
Beautiful project, but there is a big mistake in it. Marian Hegemony did not exist in 2350, it was founded in 2920 during the Third Succession War.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 11 February 2024, 14:40:44
Yes: we established them a bit early so we had more factions to play. In addition to others who were around longer than in canon like the Principality of Rasalhague.
Title: Re: Warship Race Redux
Post by: FastConcentrate8 on 11 February 2024, 14:59:09
Hey Tyler, it appears your links aren't working at the moment. I got a gate access error when I tried to click them.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 11 February 2024, 17:26:23
Probably hadn’t posted in so long lol I’ll check tomorrow when I have access to my computer to really look at it (thankfully it’s all backed up on my computer regardless)

Thanks!
Title: Re: Warship Race Redux
Post by: truetanker on 11 February 2024, 19:51:03
I still gained more ground without losing any...

I miss this game.

Anyone want to reboot it?

Marian Hegemony Legions are ready to reclaim, for the Glory of Cesear!

TT
Title: Re: Warship Race Redux
Post by: FastConcentrate8 on 11 February 2024, 19:54:48
I still gained more ground without losing any...

I miss this game.

Anyone want to reboot it?

Marian Hegemony Legions are ready to reclaim, for the Glory of Cesear!

TT

I would love to join if one was implemented but there is one minor problem. I'm bad at building WarShips.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 12 February 2024, 00:27:35
So am I. It was still a lot of fun
Title: Re: Warship Race Redux
Post by: rufusexc on 12 February 2024, 04:18:30
Yes: we established them a bit early so we had more factions to play. In addition to others who were around longer than in canon like the Principality of Rasalhague.

If you look from the page https://www.sarna.net/wiki/Factions (https://www.sarna.net/wiki/Factions) between the Second Exodus (2242) and the Age of War (2398), there are quite a few factions at play:
Inner Sphere (Major): 6 (2242), 6 (2398);
Inner Sphere (Minor): 28 (2242), 2 (2398);
Periphery: 5 (2242), 5 (2398);
Deep Periphery: 3 (2242), 5 (2398).
So compared to the 11 factions you predicted, in 2242 there would be 42 and in 2398 17.
Title: Re: Warship Race Redux
Post by: Gorgon on 12 February 2024, 07:26:49
I still gained more ground without losing any...

I miss this game.

Anyone want to reboot it?

Marian Hegemony Legions are ready to reclaim, for the Glory of Cesear!

TT

I missed out on the first two iterations and am just now getting into the Aero construction rules. So sure, I'd be up for it. All we need is someone willing to gm
Title: Re: Warship Race Redux
Post by: FastConcentrate8 on 12 February 2024, 11:56:04
So am I. It was still a lot of fun

Maybe then, could be fun though I'd need to think hard on who I'd want to play.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 12 February 2024, 12:30:10
The only problem is while we have plenty of people wanting to play… we run into the classic RPG problem of who wants to run? We don’t have a DM/GM (or two).

I’m down but would prefer a larger state this time (FS or LC to be honest)
Title: Re: Warship Race Redux
Post by: FastConcentrate8 on 12 February 2024, 13:12:46
I’m down but would prefer a larger state this time (FS or LC to be honest)

Darn, Davion or Steiner were my top choices.
Title: Re: Warship Race Redux
Post by: Lagrange on 12 February 2024, 13:26:01
Has the status of state tracking for alternate universes improved?  Some system where folks can designate which stars belong to who and what resources they have would be pretty helpful.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 12 February 2024, 14:04:28
The only problem is while we have plenty of people wanting to play… we run into the classic RPG problem of who wants to run? We don’t have a DM/GM (or two).

I’m down but would prefer a larger state this time (FS or LC to be honest)

Is there a doc the previous GMs used? Because if there is one that I can use, I could run it given a couple weeks to familiarize myself with it.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 12 February 2024, 15:45:45
Darn, Davion or Steiner were my top choices.

I not opposed to other large states except maybe the Capellans honestly: those two I’d just prefer to run because I know more about them than the others.

Has the status of state tracking for alternate universes improved?  Some system where folks can designate which stars belong to who and what resources they have would be pretty helpful.

In Warship Redux II the mods had a good map: IDK how they made it honestly.

Is there a doc the previous GMs used? Because if there is one that I can use, I could run it given a couple weeks to familiarize myself with it.

Probably? Idk tomorrow it’s supposed to be bad weather here to I’ll spend it doing some research maybe.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 12 February 2024, 15:55:43
Sounds good. There's probably a couple things I would want to change, but having a base to work from would be incredibly helpful.
Title: Re: Warship Race Redux
Post by: Daryk on 12 February 2024, 18:05:04
How small of a power would you be willing to support?  I'm partial to the Lothian League, myself... ;)
Title: Re: Warship Race Redux
Post by: truetanker on 12 February 2024, 18:23:41
I'm partial to the Lothian League, myself... ;)

My liege Kortan, a target of opportunity!

In the game, I expanded to try to swallow the Lothians. Almost got them all, but alas...

TT

Also there is Discord...
Title: Re: Warship Race Redux
Post by: Daryk on 12 February 2024, 18:27:41
Anyone slippery enough to escape the Star League should be able to evade a smaller power... ;D
Title: Re: Warship Race Redux
Post by: truetanker on 12 February 2024, 18:29:09
Notified the two main GMs...

Hopefully one responds.

TT
Title: Re: Warship Race Redux
Post by: truetanker on 12 February 2024, 18:32:02
Anyone slippery enough to escape the Star League should be able to evade a smaller power... ;D

Funny enough, when the OG GM started, I had told him Marian Hegemony is the richest Pirate State during any era.

Mines of pure Germanium...

He was dully impressed, it's the lack of industrial might that any House could run, let alone a small pirate culture.

So yeah, loads of cash minerials, just hard to get...

TT
Title: Re: Warship Race Redux
Post by: Daryk on 12 February 2024, 18:34:52
The Lothians HAD a decent industrial base, right up until 2933...
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 12 February 2024, 18:46:18
How small of a power would you be willing to support?  I'm partial to the Lothian League, myself... ;)

I’ll leave this picture here. Someone made this (IDK WHO! I don’t have it labeled sadly) but I always thought THIS would be funny for a RP

*distance not to scale
Title: Re: Warship Race Redux
Post by: truetanker on 12 February 2024, 19:43:03
The Lothians HAD a decent industrial base, right up until 2933...

Well, it was based on population and general size.

I started out with 50 Billon as one of the smallest groups. Had to do some very hard number crunches to get anything off the ground as I realized size in planetary systems added money. And the game technically didn't allow colonies. So, I had to design a method that worked. Conquest! And if enough resources went to that, I could grow, in theory.

TT
Title: Re: Warship Race Redux
Post by: Daryk on 12 February 2024, 20:08:11
It's odd the system didn't allow colonies, since that's how literally EVERY non-Terran nation started...
Title: Re: Warship Race Redux
Post by: VensersRevenge on 12 February 2024, 20:24:47
The states autogrew to some extent. I imagine allowing a focus on it, especially with hindsight knowledge of where to expand, could be unbalanced.
Title: Re: Warship Race Redux
Post by: Daryk on 12 February 2024, 20:28:21
In play, I could see the Lothians running a little further in a different direction when they left the Concordat...
Title: Re: Warship Race Redux
Post by: Giovanni Blasini on 12 February 2024, 20:41:38
What year would a new game be kicking off in?

Also, going to suggest hammering out any of the details on rules/rule changes, etc. in this thread, but then kicking off the rebooted game in a new thread, since we're already at nearly 50 pages.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 12 February 2024, 20:48:40
If I'm the one who ends up running it, I'll probably start at 2300 again. It seemed like a good place to start, unless anyone has another date they think would work better.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 12 February 2024, 20:56:48
So two things: also look at the Warship Race Redux II for ideas and whatnot.

IIRC We moved the Second version’s discussion to the Fan Rules section (or was it the RP section: ita in my Sig and IDK lol) I with only the designs and IC posts in this forum which I would actually consider doing
Title: Re: Warship Race Redux
Post by: Daryk on 12 February 2024, 20:58:38
Well, this thread is already in fan rules, so... ;D
Title: Re: Warship Race Redux
Post by: Smegish on 13 February 2024, 00:17:52
First off, I would like to apologise to the players of this game for ghosting them. After Marcus decided to leave I was immediately overwhelmed by the workload and then had some RL stuff going on to add further anxiety and to my shame I chose to just vanish for awhile. Sorry again.

Point #1: I cannot state highly enough that unless you are a VERY dedicated GM with a lot of time on your hands, you are going to want 2-3 guys to run this game. Not just for sharing the workload of the NPC factions but also to bounce ideas of each other for writing and to do an initial sniff test.

Marcus and I had a bunch of stuff in a google drive folder so we could both check up on what rules we had nailed down here: https://drive.google.com/drive/folders/1nYtVORJ6m4BNNX5lPbIt0kn4gw2-Bqez?usp=drive_link.

The Map: I don't remember where I acquired a blank map of the Inner Sphere but I edited it with Paint.net, very useful free program that let me add multiple layers to the map, so much easier to adjust borders.

I believe from memory the main reason we didn't do much with colonies was that you were playing as the Chief Naval Officer of your nation, not the House Leader, and we thought that that sort of expansion was more on the civilian side of the nations leadership.

I would be more than happy to play again, but beyond the occasional combat write-up for factions far from me or keeping the Great Big Spreadsheet of Everyone's Stuff up to date it's probably best I don't GM.

Things I would do differently, but didn't do this game because we either didn't know how to adjust the spreadsheet correctly or didnt want to do major rule changes mid game -

1) Change max SI: It has always bugged me that SI limits were determined by speed rather than by any other factor. I propose instead that SI and thrust are in no way related, but instead maximum SI starts at say 30 + (tonnage/10,000) and can be improved with tech like armour does. Improved Construction Techniques or some such name for it.

2) Research: about 2-3 turns in I thought it might have been better if tech development was a little bit more random and considered changing it to an Extended Test of sorts. Essentially 1% of your nations budget buys you a die to roll for gaining X technology, multiple die can be purchased of course. Each 5+ rolled is a success, and you would need 3-4 successes to gain that technology - so the average expenditure would still be roughly 9-12% of budget like it was here, but those successes needn't be in the same turn.
Optionally each neighbour of yours (within 1 jump range say) with a tech you don't have gives you a free die each turn to gain said technology to represent the slow spread of tech across the Inner Sphere. May also give a free die if every Great House except you has it.
Title: Re: Warship Race Redux
Post by: Lagrange on 13 February 2024, 06:27:37
In terms of mechanics, I believe the writing was both a heavy load and sometimes awkward for the GM.  An alternative approach: The GM determines which game events and battles take place (forces and location), then anyone nonconflicted can take up the challenge of determining the outcome and writing a story.
Title: Re: Warship Race Redux
Post by: Tyler Jorgensson on 13 February 2024, 10:22:23
Well, this thread is already in fan rules, so... ;D


It’s been a long week sorry lol.

What I meant to say was

‘Check out both threads: and consider moving the main thread for OOC stuff’

@Smegish

No need to apologize: we get it and you guys did a lot of great work and we thank you for it!

I like the tech idea, not necessarily sold on the SI idea but primarily that’s just because it means we have to double check everyone’s designs and hand write a bunch of numbers in… but that’s just my opinion and I’m down for whatever the majority would agree to.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 13 February 2024, 13:43:37
Yeah, I don't think that I am willing to try to change the mechanics of how Warships are built for this either.
Title: Re: Warship Race Redux
Post by: FastConcentrate8 on 13 February 2024, 14:00:04
Same here because I build my ships with MML (along with all my other Customs) so that works best for me.

Also it may brick a few designs modified or added from canon that I may yoink.
Title: Re: Warship Race Redux
Post by: truetanker on 13 February 2024, 14:46:50
I liked the idea of having both a Ground and Naval forces.

And I know it is somewhat a headache, in both logistics and the overture outcomings. But if we did add both of these and the ability to colony thru force, I'm pretty sure it will be exciting.

By colony thru force, I mean literally show up with a fleet worth of colonists and settle a world thru an Enclave, like how the Clans do it. Forcing a small part of your planet with some of mine, and then claim it.

I can see a internal planetary civil war of sorts... as long as the local populace is still in contact with their OG Faction. Meaning you have to have to divert your resources to patrol the systems, or else loose them to strife and another faction gobbling them up like Pac-Man. (It would allow us more realism, and more resources to use, such as Ground units deployed at key locations.) As long as 1 system is contacted each turn (Assuming the base 10 year/turn), it should still be following the OG Faction, but if another Faction poaches it, either via JS or WS, it could be a ploy of conquest.

But it is an option I would like to explore, if any of you do too...

You know, options.

TT
Title: Re: Warship Race Redux
Post by: VensersRevenge on 13 February 2024, 15:32:38
That seems like a lot more work to make function as opposed to colonies being largely abstracted, and especially when I am already planning on adding custom dropships and fighters to it if I run it, I don't know know if I can run that in a useful way as well.
Title: Re: Warship Race Redux
Post by: Gorgon on 13 February 2024, 16:37:26
I don't have any clever suggestion on how to do run a game like this, but for the sake of the GM(s), I'd advise to go as easy on the rules as possible. If players have to do some light bookkeeping, that's perfectly fine. But for the GM, go with abstract and light rules. That goes for any (space) battles, too. Eyeballing the BV and composition of the rival fleets and taking any beneficial or adverse circumstances into account, then play it by ear.
Title: Re: Warship Race Redux
Post by: FastConcentrate8 on 13 February 2024, 17:00:39
Another idea could be that the players get a choice of either a canon faction or can make their own within an open territory. After all, if we have factions from the future or the past it makes sense we could allow for factions that are original.

If anything they could shake up Geopolitics and add another layer to Nationstates Roleplay.
Title: Re: Warship Race Redux
Post by: AlphaMirage on 13 February 2024, 17:21:14
For a further shakeup, could you instead choose a Clans changeup?

Post-KLONDIKE and Wolverines the war-exhausted SLDF-in-Exile is living in dire fear of whether the Wolverines made it back to the IS and might find their way back for revenge. Run through the Clans as they evolve, extinct, and rebuild themselves through the Golden and Political Centuries.
You start with a Clan and any NPC factions just get gobbled up due to a poor leadership.
Title: Re: Warship Race Redux
Post by: VensersRevenge on 13 February 2024, 17:21:27
Well I'm happy to continue discussions here, I also made a new thread for people to specifically post there interest in, so I don't have to hunt through this old one for who wants to play what factions.

https://bg.battletech.com/forums/index.php?topic=84031.0