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Naval Battle League 2016-2018


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4 hours ago, Alphasus said:

@quasarrgames

https://drive.google.com/open?id=0B3IvrPbGhZWFMjIycWR6TEhPWTg

Achenar, Sol, and Alioth are ready.

Rumors of an opposing task force around Ike meant that the 3 destroyers were sent to investigate. Perhaps the comms were intercepted, and the opposing force will meet us in orbit.

 

I think I get first move since you requested a fight and I responded.

I had hoped i would get the first move, since you got the first move last time, and you got to pick your ships' starting positions and planet this time.

Either way, i will download 1.1.3 and set up my ships now.

3 hours ago, Canberra_Gaming said:

So what'd I miss in the past two months i disappeared?

Not a whole lot. We haven't had any major battles, but mass accelerators now work, and weapons and armor can be made out of fairings

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25 minutes ago, quasarrgames said:

I had hoped i would get the first move, since you got the first move last time, and you got to pick your ships' starting positions and planet this time.

Either way, i will download 1.1.3 and set up my ships now.

Then take first move. I was just making sure. 

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Apologies for it taking so long. I've discovered a problem with one of my ships, and i realised that with my current loadout i'd have a 20-ton advantage over your fleet, which really isn't fair, so i'm just designing a quick 15-20 ton heavy fighter to fill the gap. combined with other priorities, i should be done in less than 8 hours

Edited by quasarrgames
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8 minutes ago, quasarrgames said:

Apologies for it taking so long. I've discovered a problem with one of my ships, and i realised that with my current loadout i'd have a 20-ton advantage over your fleet, which really isn't fair, so i'm just designing a quick 15-20 ton heavy fighter to fill the gap. combined with other priorities, i should be done in less than 8 hours

Hmm. Hate to put it like this, but an extra ship disadvantages me more than extra tonnage. Extra tonnage can still be killed, and likely needs the same amount of missiles. An extra ship cannot be(I usually one shot anyways so it shouldn't matter). Go ahead with the heavy fighter, and don't forget, you have first move, but the fighter must move first.

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https://www.dropbox.com/s/edrv36mkztt6jmr/Persistent.sfs?dl=0

Here you go mate. Kind of a depressing first turn for me. All your ships are still in working order.

I'm impressed by your armor development, @Alphasus. I've got my work cut out for me.

Here's what happened:

 

 

Edited by quasarrgames
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I first inspected the damage, and decided to attack the Eversor. I cleared all debris as well. The burn is shown in the album(all maneuvers before the burns in the album sequence). I fired a missile, and the Eversor was declawed. Alioth reascended to 200km orbit afterwards, and I cleared debris. Alioth has 3 small missiles, Eversor is heavily damaged, Tristar can't fire, and Palisade is fully functional.

https://drive.google.com/open?id=0B3IvrPbGhZWFV1ZoUkZ0Mi1vYVE

Edited by Alphasus
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Ai Yai Yai...

This turn did not go very well for me. Nine shots fired, only one hit, and it did superficial damage.

Although the Eversor still has two missiles, i'm going to call forefit. There's something seriously wrong with my weapon design.

Here's the download if you still want some ceremonial "victory kills", but at this point it's just adding insult to injury: https://www.dropbox.com/s/edrv36mkztt6jmr/Persistent.sfs?dl=0

Here's what happened:

 

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4 hours ago, quasarrgames said:

Ai Yai Yai...

This turn did not go very well for me. Nine shots fired, only one hit, and it did superficial damage.

Although the Eversor still has two missiles, i'm going to call forefit. There's something seriously wrong with my weapon design.

Here's the download if you still want some ceremonial "victory kills", but at this point it's just adding insult to injury: https://www.dropbox.com/s/edrv36mkztt6jmr/Persistent.sfs?dl=0

Here's what happened:

 

I accept your concession. 

@Spartwo

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Ok I'm confused. This is one of the older naval battle threads but is the active one atm?

On ‎18‎/‎06‎/‎2016 at 3:13 AM, Redrobin said:

Hello.  After scouring my archives, I have found a relic from times past, the Co-23A.  I have deconstructed this relic and the knowledge gained from it has helped me further my frigate designs.  I present the TR-1 and TR-2 Light Frigates.

TR-1:

gHqi2Q2.png

Weighing in at just under 80 tons (79.9 to be exact), this ship carries 9 LM-1 missiles and enough fuel to go wherever you need to in the system.  Also, it can accommodate a crew of five as deep space adventures can get lonely.

TR-2:

tJtsvqm.png

This slightly heavier frigate carries more armor and weapons, up to 14 LM-1 missiles and is slightly heavier at 82.6 tons.  However, the extra armor and weapons have reduced the total delta-v of the ship.

I thought that ship looked familiar. I find the design on its side ironic as the Co-23 was based closely on another users ship, and turned on its side in the design process. Seems it has come full circle now.

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8 minutes ago, Frozen_Heart said:

Ok I'm confused. This is one of the older naval battle threads but is the active one atm?

I thought that ship looked familiar. I find the design on its side ironic as the Co-23 was based closely on another users ship, and turned on its side in the design process. Seems it has come full circle now.

This is the newest thread IIRC, it's just been somewhat less active than in the past as of late.

EDIT: It appears old because Spartwo started this thread a long, long time ago for something else, and then reserved it in a sense for the NBC once the last thread got close to full/needing a restart.

Edited by ScriptKitt3h
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It was used to store the rules, I recycle threads with few replies. This was originally a mission report where I drove around Duna rescuing abandoned kerbals.

 

EDIT: Guess I better throw something in.

cKR6T64.png

(Space pirates)

Edited by Spartwo
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 battles I've recently done show the opposite.

Oh dear, I forgot to update the standings. I'll look back and check over them.

 

EDIT: I think that's right...

 

Edited by Spartwo
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7 minutes ago, Spartwo said:

 battles I've recently done show the opposite.

Oh dear, I forgot to update the standings. I'll look back and check over them.

 

EDIT: I think that's right...

 

Have weapons got to the point where armour is pretty pointless then?

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21 minutes ago, Frozen_Heart said:

The few battles I've done show that building from spaceplanes parts with no armour won't win a battle.

The main issue is that with the way the game plays now, it's really a matter of personal preference whether or not you want to utilize 'heavy' (anything beyond MK2 parts/wing plates) armor on your ships. In real-time combat (something still beyond us for the time being) it might make more of a difference, but for now it just makes it take slightly more damage to utterly destroy a vessel - and if you still manage to out-fight or out-think your opponent in a turn-based fight, you can still win with a technically more "squishy" fleet of ships (the last large battle on here I was in, I won with a fighter that only had some wing plates and missiles for defense/offense).

 

I'll admit that I make my ships heavily plated due to personal preference and building style- but I'm not averse to changing that on a model or 2 if need be.

7 minutes ago, Frozen_Heart said:

Have weapons got to the point where armour is pretty pointless then?

Partially... some weapons, like light missiles (lower-velocity i-beams, for example) will be marginally effective against armor, with their effective DPS increasing with larger, faster barrages of fire.

As always (for many months now) though, dedicated guided ASMs (normally 1.25 meter form factor, but there is some capability to make 0.625 meter ASMs now as well) will still pack a wallop on nearly anything out there, simply due to the current state of the game's mechanics and physics, and with the simple physics behind hitting something in space with something else travelling at a fairly high relative velocity (though IIRC effective impact speeds currently are between 100-500 m/s, since above that it's very likely that you'll get major phasing and inaccuracy issues).

 

EDIT: To simplify the 'meta' of turn-based space combat for now, it's limited future-proofing (making ships with features beneficial to them whenever MP gets introduced in stock or via a stable-enough mod), aesthetics, redundancy (reliable weapons, backup systems), and good fleet planning. In my last battle, I lost multiple capital ships, but the fighter design I brought to bear had decent enough range, speed, and firepower to be highly effective against the armored vessels it was facing.

Edited by ScriptKitt3h
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I know a while back a few of the regulars here on the NBC thread were anxious to see me release some of my NX-series warships...

so here's a full pack of all the ready-for-release vessels to date. Some are missing from the lineup, either because of nonexistence, failure to meet design parameters, or incompletion of the ship's hull/internals. In addition, it contains my Supercarrier Jormungand, and the Dreadnought designs the Infinity-Class and NX-20 Prometheus.

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14 hours ago, Spartwo said:

UcWtI9m.png

Jormungand is smaller than it looks.

 

lcRTCS5.png How's it i went from building really dense ships to pretty rare ships(same mass)

iKZNKAy.png

This makes me happy inside:)

Nice ships there. I'd have made the Jormungand larger, but for the sake of my frames and practicality (already turns slow enough as it is), I cut it off at the size it sits at today. (The part count being explained by the hangar being a semi-separate metal module inside the skeleton, for redundancy and protection from mishaps in the hangar like engine misfires/weapon accidents.) The NX-4's also in dire need of a refit/rebuild, since it's by far one of the oldest NX-series ships, and in terms of firepower is easily outclassed by the NX-11.

Edited by ScriptKitt3h
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Been tinkering with some fightercraft a bit recently, one a carrier-launched ion rig and the other a docking-capable nuclear fighter.

DxVczga.png

wrDI7Yj.png

The ion one has wickedly high TWR with a ring of 10 ions stuck to the rear, and a massive amount of battery charge inside. The nuclear one uses my custom-built, ejection seat-equipped cockpit, allowing for extra cool factor and pilot survivability.

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3 hours ago, Frozen_Heart said:

Are fighters large enough to make LV-N engines worth it? I've found with most of mine that I get more dV and a better TWR with chemical engines.

It really depends on the fighter's tankage and your own personal preferences. I prefer making singleships/fighters using nuclear engines since it not only makes fuel logistics simpler for me (just pack only LF/xenon/monoprop as opposed to separate LF+O and LF tanks). In the case of some of my smaller, one-man vessels LV-Ns have worked fine, since there's appropriate tankage and overall ship mass (with ammo onboard) for the nuclear engine to be effective. On others, perhaps not so much. The nuclear fighter above, for example, has a fuselage made almost completely of LF tanks, and thus is designed with a nuclear engine in mind. The ion fighter, however, is optimized for an ion drive. 

In the end, all I'm saying is that it's pretty much dependent on how the fighter's designed overall (in terms of purpose, looks, mass, everything).

 

EDIT: In addition, nuclear engines only make sense on standalone (as in, not needing a carrier nearby 24/7 to operate) singleships/fighters, with smaller-size fighters being better for ion/RCS/chemical engines and carrier-launch.

Edited by ScriptKitt3h
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