Page 3 of 138
Posted: 2004-07-12 02:13am
by InnocentBystander
Alyrium Denryle wrote:
I am well aware of your OOB aly, but what you seem to be lacking is that these ships are facing a great deal of ECM. Furthermore, these troop transports point defense flak mode or not, is going to have to contend with a great deal of stress. I dislike the idea that your "uber" shields will simply protect you from anything other than orbital bombardment. I don't think anyone else will go for that either. I have no problem believing that your shields and point defense are potent, but they are not going to make you invulnerable to losses, especially in a situation when I have electronic superiority over your forces.
Being destroyed in a single volley of tac nukes defeats the purpose of having a shield. Flak bursting plasma that detonates in a 60 meter burst is not doing to be pleasant for any missile. Your numbers stand for now, I just like putting in"It cold have been worse" into my posts.
Does it defeat the purpose? Saving your landing armies from nuclear annihilation doesn't seem useless at all. Besides, how powerful can your shields be? They are being powered by landing craft, each could be little tougher than the landing craft's shields, landing them close together doesn't improve the situation much, considering shields aren't normally projected far beyond the edge of the hull. Or, perhaps, are you landing shield ships, mobile reactors with giant shield generators on top? If not, I can't see how you can have such powerful shields.
Maybe you don't realize this, but you are trying to capture a fully industrialized world, it's not going to be easy. It certainly is possible that you might not take the planet on your first try. You obviously want to be as "humane" as possible during this occupation and that is going to cost you the lives of your own people. And don't be surprised if there are some negative repercussions. People don't want their children dying on some far-flung world for some purely imperialistic reason.
Posted: 2004-07-12 02:43am
by Rogue 9
Maybe you don't realize this, but you are trying to capture a fully industrialized world, it's not going to be easy.
That's exactly my point. It shouldn't
be fully industrialized. The place is run by pirates! No one's going to trade with them, and there's only so much they can capture.
Posted: 2004-07-12 09:51am
by InnocentBystander
Rogue 9 wrote:Maybe you don't realize this, but you are trying to capture a fully industrialized world, it's not going to be easy.
That's exactly my point. It shouldn't
be fully industrialized. The place is run by pirates! No one's going to trade with them, and there's only so much they can capture.
Yes I suggested this on page one, but it was ignored. Alyrium wants an easy industrial world, and we aren't going to let him have it, now are we?
Pirate Base World Info
Posted: 2004-07-12 12:47pm
by Marcao
Heya Guys. ^_^
From what clarification I received from Aly as to what he envisioned the pirate base world as being, I was told that he saw it as a major colony in scale. Around the size of 21st century Earth, but with a higher tech base. This is the "model" I am using as I play out the planet's defense. I will have some tweaks to do here and there but its all good. ^_^
Posted: 2004-07-12 01:04pm
by Marcao
Rogue 9 wrote:
x_x *Steps up patrol patterns around Verling Station, even though the plans probably don't involve me.* (Yeah, I really will do that. Its convoys would be a logical target for supply-starved pirates. The ones out of Pinnacle are juicier, but I don't think these boys are utterly suicidal.

)
silly rogue 9, you need not worry about my plans unless you want to plot wif me? My PM is alllwaaaays open. ^_~
Posted: 2004-07-12 01:06pm
by Rogue 9
They're pirates. They're running around en masse. I'm a trading nation. Do the math. I don't care who's running them; I'd be upping security if I was running the pirates.
Posted: 2004-07-12 01:10pm
by Marcao
Rogue 9 wrote:They're pirates. They're running around en masse. I'm a trading nation. Do the math. I don't care who's running them; I'd be upping security if I was running the pirates.
All valid points. And of course, upping security is an extremely prudent course of action. However, I think that in the short term the pirate forces will be most concerned with those that came over to their nice little setup and tore it down. I will be throwing up a post dealing with the pirate navy and what their plans for the short term are. ^_~
Posted: 2004-07-13 11:50am
by Rogue 9
Well, I'm glad to know that early warning is so effective. That massive of a fleet operation mounted against a bunch of ragtag pirates and they had enough warning to get away with the loss of only four escorts? Wow. Remind me to have a massive deathtrap waiting next time someone attacks one of my worlds if we have that much time.
Posted: 2004-07-13 11:55am
by Marcao
Rogue 9 wrote:Well, I'm glad to know that early warning is so effective. That massive of a fleet operation mounted against a bunch of ragtag pirates and they had enough warning to get away with the loss of only four escorts? Wow. Remind me to have a massive deathtrap waiting next time someone attacks one of my worlds if we have that much time.
Aly did not commit any interdictors at all to the fleet action, without the ability to force an outnumbered fleet to fight it is perfectly reasonable to expect they will run like hell. And yes, early warning nets are very useful things to have. I am certain however that if you give the idea of how they work some thought, you will come up with a few ways to lessen their effectiveness. And yes, if someone attacks one of your worlds and simply slams through your front door through FTL you will have a few minutes to prepare. You can use that time however, you will. ^_~
Posted: 2004-07-13 12:36pm
by Rogue 9
Still. All the ships were ready to depart? Engines warmed up, crews not on shore leave, supplies topped off, and otherwise ready for space?
Posted: 2004-07-13 02:39pm
by InnocentBystander
Rogue 9 wrote:Still. All the ships were ready to depart? Engines warmed up
All ships are "ready to depart", most FTL engines don't need to spend 20 minutes charging.
Rogue 9 wrote:crews not on shore leave, supplies topped off, and otherwise ready for space?
Always look out for number one, that's the pirate way. They wouldn't think twice about abandoning their fellows. They might even cause some damage in the process. They want to get the hell out of dodge, such things are trivial. Sure some ships might be undercrewed (if they weren't already), or still transfering supplies (somewhat unlikely). If it were me? I'd tear my ship from its moorings and haul ass out of the system.
Posted: 2004-07-13 02:41pm
by Rogue 9
InnocentBystander wrote:Rogue 9 wrote:crews not on shore leave, supplies topped off, and otherwise ready for space?
Always look out for number one, that's the pirate way. They wouldn't think twice about abandoning their fellows. They might even cause some damage in the process. They want to get the hell out of dodge, such things are trivial. Sure some ships might be undercrewed (if they weren't already), or still transfering supplies (somewhat unlikely). If it were me? I'd tear my ship from its moorings and haul ass out of the system.
Yeah, I would too, but I wouldn't be in any shape to attack a nation afterward.
Posted: 2004-07-13 03:31pm
by InnocentBystander
Rogue 9 wrote:InnocentBystander wrote:Rogue 9 wrote:crews not on shore leave, supplies topped off, and otherwise ready for space?
Always look out for number one, that's the pirate way. They wouldn't think twice about abandoning their fellows. They might even cause some damage in the process. They want to get the hell out of dodge, such things are trivial. Sure some ships might be undercrewed (if they weren't already), or still transfering supplies (somewhat unlikely). If it were me? I'd tear my ship from its moorings and haul ass out of the system.
Yeah, I would too, but I wouldn't be in any shape to attack a nation afterward.
I'm sure they could do some raiding and what-not, but then again, did they ever have the opertunity to do more than that? Pirates can be pretty resourceful, i'd certainly be interested to see what Marcao has planned for them.
Posted: 2004-07-13 07:24pm
by frigidmagi
Alright starting the battle for Amarr. Does anyone have a protest over the OOB for the single planet navy?
Posted: 2004-07-13 09:16pm
by frigidmagi
Admiral Daniel's Ben... HOW THE FUCK DOES THE UNION KNOW ABOUT MY FLEET MOVEMENTS IN MERE HOURS!?! The battle hasn't even started yet and you're calling me over the system?
What the hell spy network are you using, because I want in on that!
Posted: 2004-07-13 10:38pm
by Marcao
frigidmagi wrote:Alright starting the battle for Amarr. Does anyone have a protest over the OOB for the single planet navy?
(OOB) Amarr Imperial fleet:
35 escorts
12 crusiers
1 Battleship
that force seems pretty fair to me. Of course, the question is are you going to duel with yourself or are you going to designate someone to take the role of the Amarr? I would recommend you do give control of the Amarr to someone else, since it will be more enjoyable that way I imagine. I would offer myself, but I have my hands full with the pirate base world.
Posted: 2004-07-13 10:44pm
by Marcao
frigidmagi wrote:Admiral Daniel's Ben... HOW THE FUCK DOES THE UNION KNOW ABOUT MY FLEET MOVEMENTS IN MERE HOURS!?! The battle hasn't even started yet and you're calling me over the system?
What the hell spy network are you using, because I want in on that!
The movement of large scale forces is something that is relatively difficult to hide. When you have over one hundred FTL signatures heading to points unknown at once, I imagine most people in the general area would notice. Furthermore, I am not certain if a time frame was given in the Union's post. The Nashtar did something similar with the pirate fleet, after it scattered into the winds. I agree that instant knowledge should be explained, but when you are moving around entire fleets people are by and large going to hear about it sooner or later. ^_^
Posted: 2004-07-13 10:49pm
by Marcao
Rogue 9 wrote:Still. All the ships were ready to depart? Engines warmed up, crews not on shore leave, supplies topped off, and otherwise ready for space?
InnocentBystander has already touched upon most of the answers I was going to give ya.

Posted: 2004-07-14 12:15am
by Rogue 9
Marcao wrote:frigidmagi wrote:Admiral Daniel's Ben... HOW THE FUCK DOES THE UNION KNOW ABOUT MY FLEET MOVEMENTS IN MERE HOURS!?! The battle hasn't even started yet and you're calling me over the system?
What the hell spy network are you using, because I want in on that!
The movement of large scale forces is something that is relatively difficult to hide. When you have over one hundred FTL signatures heading to points unknown at once, I imagine most people in the general area would notice. Furthermore, I am not certain if a time frame was given in the Union's post. The Nashtar did something similar with the pirate fleet, after it scattered into the winds. I agree that instant knowledge should be explained, but when you are moving around entire fleets people are by and large going to hear about it sooner or later. ^_^
I did something similar after the planet was already attacked. Fleet engagements generate a lot of distinctive comms traffic, and I have Farpoint Outpost for that purpose. There's a difference between finding out about a battle after its over and knowing about a battle before it happens.
Posted: 2004-07-14 06:14pm
by frigidmagi
From orders arriving to leaving the system was 9 hours. To get to Amarr was 3 to 4 hours (that sound okay to everyone?) So Somehow Admiral Daniel'sBen had a spynet inside the paranoid sensor laiden UP, without posting it's insertion or activation. Or a device that can
A: See into my systems and figure out when my fleets are moving in the vastness that is space.
B: Track said fleet in the vast weridness that is Hyperspace
C: Look into the chuncky vastness that is Amarr system and find my fleet.
It does all this and allows the President to draft, edit, and send an offical commation before my fleets even been in Amarr 10 minutes.
Like I said, How the FUCK?
Posted: 2004-07-14 06:23pm
by frigidmagi
Of course, the question is are you going to duel with yourself or are you going to designate someone to take the role of the Amarr? I would recommend you do give control of the Amarr to someone else, since it will be more enjoyable that way I imagine
Spoke to Hotfoot, said he'll take when he's got a minute.
Posted: 2004-07-14 06:43pm
by Marcao
frigidmagi wrote:Spoke to Hotfoot, said he'll take when he's got a minute.
excellent! should be a blast to read. ^_^
Posted: 2004-07-14 10:46pm
by frigidmagi
Admiral Daniels Ben has explained how he knew. We talked it out over PM. Consider my objection withdrawn.
Posted: 2004-07-15 12:54am
by Rogue 9
OOC: Actually, I do not believe that is how it works. Friendly ECM does not hinder friendly forces. As such, your assertion is flawed.
The only way to accomplish that is to not jam the frequencies that your own sensors operate on, making it a simple matter for a frequency-agile radar set to just find one of the ones left open and use that.
Posted: 2004-07-15 02:35am
by Marcao
Rogue 9 wrote:
The only way to accomplish that is to not jam the frequencies that your own sensors operate on, making it a simple matter for a frequency-agile radar set to just find one of the ones left open and use that.
I am functioning the pirate ECM on the following premise. Pirate forces have several "patterns" which are prerecorded in their data banks. Pirate ECM blankets all frequencies, leaving one or two open to friendly forces. These frequencies oscillate and change at X amount of time, following one of the random patterns that the pirate forces are utilizing. If at any time, the controllers feel that the Draconis are getting wise to the pattern, a new pattern is cycled into the ECM and it goes from there.