Enerael
We Shall Wake to Sanity
Some ship design thoughts.
Armor makes HP last longer, so it should multiply with it. Thus ships raising armor should raise HP also.
Shields regen but do not benefit from armor and thus should be focused on by long range combat ships that are expected to suffer less damage per round.
HP+Armor focus is for short ranged combatants it seems.
Given the various equipment boosting any number of a specific kind of weapons performance, ships should where reasonable specialize offensively.
Missiles are short ranged unless enemy PD is overwhelmed with massive volleys, which effectively increases effective range.
Missiles combo with carriers by saturating PD net.
Thus, armored macross missile massacre ships escorting carriers should make for a wonderful combo able to perform well at most ranges.
Plasma Macro-Cannons seem like middle ranged weapons compared to lances long and macrocannons short ranged ones.
Medium Hangars seem the most cost effective, even before the doctrine discount. With it they are half cost off. No reason to mount any other, other than if stacking too many would cause issues.
A Medium Rotary Macro-Cannon provides two Medium Macro-Cannons (2x2=4 DP) worth of firepower for 3 DP. Macrocannons become more efficient on larger ships?
Heavy Rotary Macro-Cannon is a third cheaper than two Heavy Macrocannons.
Super-Heavy Missiles are medium rather than short ranged interestingly.
Due to our +1 DP doctrine penalty to lances, we should be building lance ships with as big lances as possible. Siege ships? Light Cruiser weight perhaps?
The increased lance cost majorly limits our long ranged firepower for non-carriers, unless macross missile massacre to overwhelm PD.
Best weapon for stealth ships, assuming no stealth ordinance, is likely the prow lance for maximum damage done in the moment of surprise.
Stealth might combine well with ships carrying choirs, to keep them safer and provide some nasty surprises when needed. Andromeda?
Emergency Transition Warp Breakers seem quite useful for Andromeda, to get the precious choir out if the battle is lost.
The larger the Troop Compartment the more efficient.
Faith boosting parts would likely be good for Andromeda, due to how tied our psykers are with our faith.
Macrocannons are noted to require either short range or outstanding gunnery to hit their targets, which seems to me makes them benefit more from crew skill than say lances that always hit anyway? An elite macrocannon spam ship would likely be quite monstrous.
Some questions.
Do larger weapons exist solely to avoid strapping too many guns on ships? Or do they perform better against heavy armor?
Shouldn't Battlecolonies be spread around the task forces to provide as many as possible with logistical support? They do not even seem to be concentrated into a logistical task force currently.
Hm, how detectable are teleportarium teleportations? Could they be used for stealth planetary insertions? Such a ship could also make for a nasty boarder out of nowhere perhaps.
And now to ship design!
The idea here is to overwhelm enemy point defense with insane quantities of missiles to increase their effective range, as well as make great use of the frankly insane missile boosting equipment we have that together should multiply this ships firepower by 12x. This ships has 60 DP worth of firepower. +50% reload speed means a third greater fire rate, and it was mentioned before that Missile-Swarms and Macross Missile Massacres stack additively.
It also maxes base HP and Armor and is build on the Frigate hull though doesn't take any durability equipment to perform well as a short ranged brawler in case that PD can not be overwhelmed. Internal Security Systems because boarding seems to happen the most at shorter ranges where this ship is supposed to be able to perform well.
It takes Superior Gravimetric Engine Calculations and Emergency Maneuver Engines because with our doctrine those are half off, and that's a steal. Armored Lifepods because those seem to have become a tradition for us, and also focusing on rapidly increasing our naval crew skills while we are growing so rapidly is a very good idea I think. I mean, aside from just not wanting our people to die of course.
Unlike Crux Secundus Macross does not take torpedoes, as while useful they would waste those 7 DP worth of 12x missile multipliers which I very much hope to compensate well enough, unless we are trying to kill a battleship with this frigate or something.
Edit: Forgot to mention, the absurd number of missiles these goes through are likely to raise some logistical issues, so this is not a ship to send far away from friendly space. At least without battlecolony support.
Some ideas for modifications:
A stealth variant that sacrifices HP and Armor for, well, stealth. Because who doesn't like to drop 67.5 DP worth of missiles per ship on unprepared enemies out of nowhere?
And lastly, @HeroCooky can we spend actions to subvert planets we pick without having to wait until Propaganda For The Foreign Masses picks them? For high value planets or urgent cases. Perhaps given that propaganda should benefit a lot from taking its time to spread maybe one action to deploy agents and support structures and then get some progress every turn as they work their magic with an option to spend more like with Lamenters?
Armor makes HP last longer, so it should multiply with it. Thus ships raising armor should raise HP also.
Shields regen but do not benefit from armor and thus should be focused on by long range combat ships that are expected to suffer less damage per round.
HP+Armor focus is for short ranged combatants it seems.
Given the various equipment boosting any number of a specific kind of weapons performance, ships should where reasonable specialize offensively.
Missiles are short ranged unless enemy PD is overwhelmed with massive volleys, which effectively increases effective range.
Missiles combo with carriers by saturating PD net.
Thus, armored macross missile massacre ships escorting carriers should make for a wonderful combo able to perform well at most ranges.
Plasma Macro-Cannons seem like middle ranged weapons compared to lances long and macrocannons short ranged ones.
Medium Hangars seem the most cost effective, even before the doctrine discount. With it they are half cost off. No reason to mount any other, other than if stacking too many would cause issues.
A Medium Rotary Macro-Cannon provides two Medium Macro-Cannons (2x2=4 DP) worth of firepower for 3 DP. Macrocannons become more efficient on larger ships?
Heavy Rotary Macro-Cannon is a third cheaper than two Heavy Macrocannons.
Super-Heavy Missiles are medium rather than short ranged interestingly.
Due to our +1 DP doctrine penalty to lances, we should be building lance ships with as big lances as possible. Siege ships? Light Cruiser weight perhaps?
The increased lance cost majorly limits our long ranged firepower for non-carriers, unless macross missile massacre to overwhelm PD.
Best weapon for stealth ships, assuming no stealth ordinance, is likely the prow lance for maximum damage done in the moment of surprise.
Stealth might combine well with ships carrying choirs, to keep them safer and provide some nasty surprises when needed. Andromeda?
Emergency Transition Warp Breakers seem quite useful for Andromeda, to get the precious choir out if the battle is lost.
The larger the Troop Compartment the more efficient.
Faith boosting parts would likely be good for Andromeda, due to how tied our psykers are with our faith.
Macrocannons are noted to require either short range or outstanding gunnery to hit their targets, which seems to me makes them benefit more from crew skill than say lances that always hit anyway? An elite macrocannon spam ship would likely be quite monstrous.
Some questions.
Do larger weapons exist solely to avoid strapping too many guns on ships? Or do they perform better against heavy armor?
Shouldn't Battlecolonies be spread around the task forces to provide as many as possible with logistical support? They do not even seem to be concentrated into a logistical task force currently.
Hm, how detectable are teleportarium teleportations? Could they be used for stealth planetary insertions? Such a ship could also make for a nasty boarder out of nowhere perhaps.
And now to ship design!
Current Available DP: 19 (Base: 14)
[] [Frigate] Macross Missile Frigate
-[] Length - 2.000 Meters (-1 DP)
-[] Width - 550 Meters (-1 DP)
-[] Acceleration - 6.5 Gravities (+1 DP)
-[] Armor - Medium Double Hull (-2 DP)
-[] Shields - One Array
-[] Weapons - 2x Medium Missile Batteries, 1x Light Missile Turrets (-5 DP)
-[] Equipment - Auto-Loaders (-2 DP), Missile-Swarms (-1 DP), Macross Missile Massacres (-4 DP), Superior Gravimetric Engine Calculations (-1 DP), Emergency Maneuver Engines (-1 DP), Armored Lifepods (-1 DP), Internal Security Systems (-1 DP)
[] [Frigate] Macross Missile Frigate
-[] Length - 2.000 Meters (-1 DP)
-[] Width - 550 Meters (-1 DP)
-[] Acceleration - 6.5 Gravities (+1 DP)
-[] Armor - Medium Double Hull (-2 DP)
-[] Shields - One Array
-[] Weapons - 2x Medium Missile Batteries, 1x Light Missile Turrets (-5 DP)
-[] Equipment - Auto-Loaders (-2 DP), Missile-Swarms (-1 DP), Macross Missile Massacres (-4 DP), Superior Gravimetric Engine Calculations (-1 DP), Emergency Maneuver Engines (-1 DP), Armored Lifepods (-1 DP), Internal Security Systems (-1 DP)
It also maxes base HP and Armor and is build on the Frigate hull though doesn't take any durability equipment to perform well as a short ranged brawler in case that PD can not be overwhelmed. Internal Security Systems because boarding seems to happen the most at shorter ranges where this ship is supposed to be able to perform well.
It takes Superior Gravimetric Engine Calculations and Emergency Maneuver Engines because with our doctrine those are half off, and that's a steal. Armored Lifepods because those seem to have become a tradition for us, and also focusing on rapidly increasing our naval crew skills while we are growing so rapidly is a very good idea I think. I mean, aside from just not wanting our people to die of course.
Unlike Crux Secundus Macross does not take torpedoes, as while useful they would waste those 7 DP worth of 12x missile multipliers which I very much hope to compensate well enough, unless we are trying to kill a battleship with this frigate or something.
Edit: Forgot to mention, the absurd number of missiles these goes through are likely to raise some logistical issues, so this is not a ship to send far away from friendly space. At least without battlecolony support.
Some ideas for modifications:
A stealth variant that sacrifices HP and Armor for, well, stealth. Because who doesn't like to drop 67.5 DP worth of missiles per ship on unprepared enemies out of nowhere?
And lastly, @HeroCooky can we spend actions to subvert planets we pick without having to wait until Propaganda For The Foreign Masses picks them? For high value planets or urgent cases. Perhaps given that propaganda should benefit a lot from taking its time to spread maybe one action to deploy agents and support structures and then get some progress every turn as they work their magic with an option to spend more like with Lamenters?
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