-[X] Joint Mineral Exploitation Program - Artru (50m): Having detected numerous mineral deposits across the Aurigan Reach which could prove valuable to both the Republic and the Reach's citizens, organizing a joint mining effort would be beneficial.
-[X] Broach topic of recovering Tyrlon VI Anomaly: With the Tyrlon VI anomaly located off the coast of the nearest landmass, perhaps the Aurigan Reach could use some help recovering it...
To be fair, the two on going projects are going to finish next turn and in two turns respectively So we could put off the taurian FTL until the elevator is done and do the same with the AC when Mechdur is done and start the MoC right now. And I do think we need to get on this ASAP given that with the war over more eyes are going to turn our way, especially with the Defensive Pact, us poking the FS on the blackbox issue, and the TCs actions so having open local comms separate from Comstar is critical. So yes there will be two turns where we have three actions locked and one turn with 2 but if we want to meet the deadline this will happen regardless.
Yes but we do not screw our selves right now where we need all the points we can get and locking all three out at the very first time is the best way to force us into a corner with limited actions and point left to work with.
I feel like we should begin the process of wooing more independent neighboring planets, as in the aftermath of pirate attacks and our response to them there's potential for 'hitting while the iron is hot.'
Given the nature of the TC and MoC, perhaps we should consider working on both of their FTL networks at the same time? we can put the Reach's on the back burner for now, but we could run into a diplo issue if we start on the MoC first and do nothing about the TC
Could put some strain into our alliance that isn't necesary
There is a difference the ISA Cruiser or Damocles as I call it primary use was transport, a FOB and finally as a fire support. It's a good multi role ship and as I have noted before it's more likely would fit as a destroyer instead of a cruiser. The Damascus Carrier is a carrier so it would fit that role but I want to start building the Damocles so that we can start creating more designs off of it.
Well no since it was part of the Acquisition part of the vote I do belive that it was an automatic role out now if it's automatically update to standard then I'll change it but let's wait for QMs ruling on that.
We never built any Titans they were only ever made in a simulation and we got the tech needed for them timeline-wise immediately after we did those simulations.
Given the nature of the TC and MoC, perhaps we should consider working on both of their FTL networks at the same time? we can put the Reach's on the back burner for now, but we could run into a diplo issue if we start on the MoC first and do nothing about the TC
Could put some strain into our alliance that isn't necesary
We already went over this unless we don't finish them in 5 years there is nothing else that would anger them. They joined the pact and know that it requires them to play nice if we are to build the lines for them. They gave us a time limit and that is all we need to maintain.
There is a difference the ISA Cruiser or Damocles as I call it primary use was transport, a FOB and finally as a fire support. It's a good multi role ship and as I have noted before it's more likely would fit as a destroyer instead of a cruiser. The Damascus Carrier is a carrier so it would fit that role but I want to start building the Damocles so that we can start creating more designs off of it.
Well no since it was part of the Acquisition part of the vote I do belive that it was an automatic role out now if it's automatically update to standard then I'll change it but let's wait for QMs ruling on that.
The the ISA cruiser is a bigger waste of time. We already have the design we have all the ISA designs we don't need to design them at all. Also all those things you mentioned the Hasta, Arc, and the Workhorse all do that already so it is of no use to make it and the ISA is more of a cruiser than the Workhorse and Hasta because it is bigger and massed more to begin with.
And read the update again they were only created in a Simulation and we got the new tech for them immediately after we did that sim.
Here is my plan for this turn. I am not locking down any more actions than I need to. I am also trying to get a better understanding of our Petrusite and trying to make it easier for our people to survive on different worlds and injuries they receive with new and better cybernetics.
[X] Mechs, Planes, and Rocket Guns. With a little sweet talking and Visas
Actions:
You have 8 out of 11 Action Points to spend. 1 Action Point is being spent colonising Rouge. 1 point is being spent upgrading Mechdur's factories. 1 point is being spent building the space elevator.
-[X] Joint Mineral Exploitation Program - Qalzi (70m): Having detected numerous mineral deposits across the Aurigan Reach which could prove valuable to both the Republic and the Reach's citizens, organizing a joint mining effort would be beneficial.
Taurian Concordat:
-[X] Negotiate Visa Deal: developing a visa system with the Taurians will be the first step towards opening up Concordat society to the Helghan people and vice versa.
-[X] Push for expanded trade deal: With the trade links between the Concordant and the Republic proving profitable, some on both sides are arguing for increased commercial ties.
Magistracy of Canopus:
-[X] Expand FTL Comms Network: Having had to promise to link Canopus to the Republic's own FTL communication network to secure the Canopian vote for the Mutual Defence Pact, we should build said link ASAP. [Progress: 0/5 turns] [5 Turns Remain Until Negative Effects Occur] [Action Point Locked Until Completed]
-[X] Negotiate Visa Deal: developing a visa system with the Canopian will be the first step towards opening up Canopian society to the Helghan people and vice versa.
General:
-[X] Construct Space Elevator Over Helghan: With the old space elevator destroyed during the same event that shifted Helghan into another universe, Helghan trade and colonisation efforts have suffered dramatically due to the bottleneck of loading and unloading cargoes on the ground. [Progress: 4/5 turns] (Locked)
-[X] Construct a Bellerophon-class colony ship: Task your shipyards with constructing a Bellerophon-class colony ship. [Can be taken multiple times in a turn]
Military:
-[X] Construct a Hasta-class cruiser Squadron [Can be taken up to multiple times a turn]
Technology: 5 Points
-[X] Research
--[X] Prototype Shields [3.1/4]
--[X] Advanced Petrusite Theory [0.2/--]
--[X] Basic Power Armor [--/--]
--[X] Anti-Senescence Therapies [--/--]
--[X] Terrain Engineering [--/--]
Army: 3 Points
-[X] Military Requisition
--[X] Kader ACR-11 'Kerberus': An entry developed by newcomer Kader Industrieen, a Portland-based company formed by former rebels, the Kerberus is a single-shot gyrojet rifle that fires a 40mm HEDP rocket at frankly excessive velocities. Designed to take out infantry and vehicles, the Kerberus is an interesting entry in Helghan field trials.
--[X] Battlemech Design: Princeps Medium Mech PRIN-1HR
Code:
BattleMech Technical Readout
Custom* Weapons
Type/Model: Princeps PRIN-1HR
Tech: Inner Sphere / 3132
Config: Biped BattleMech
Rules: Level 3, Standard design
Mass: 45 tons
Chassis: Standard
Power Plant: 225 VOX Fusion
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: 4 Standard Jump Jets
Jump Capacity: 120 meters
Armor Type: Standard
Armament:
2 H-SRM 4s*
7 Helghast S Lasers*
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)
--------------------------------------------------------
Type/Model: Princeps PRIN-1HR
Mass: 45 tons
Equipment: Crits Mass
Int. Struct.: 75 pts Standard 0 4.50
Engine: 225 Fusion 6 10.00
Walking MP: 5
Running MP: 8
Jumping MP: 4
Heat Sinks: 14 Single 5 4.00
(Heat Sink Loc: 1 HD, 1 LT, 1 RT, 1 LL, 1 RL)
Gyro: 4 3.00
Small Cockpit, Life Supt., Sensors: 4 2.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 152 pts Standard 0 9.50
Internal Armor
Structure Value
Head: 3 9
Center Torso: 14 20
Center Torso (Rear): 7
L/R Side Torso: 11 16/16
L/R Side Torso (Rear): 6/6
L/R Arm: 7 14/14
L/R Leg: 11 22/22
Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 H-SRM 4* RA 3 50 3 4.00
(Ammo Locations: 2 RT)
1 H-SRM 4* LA 3 1 2.00
3 Helghast S Lasers* RT 3 3 1.50
3 Helghast S Lasers* LT 3 3 1.50
1 Helghast S Laser* HD 1 1 .50
CASE Equipment: RT 1 .50
4 Standard Jump Jets: 4 2.00
(Jump Jet Loc: 2 CT, 1 LL, 1 RL)
--------------------------------------------------------
TOTALS: 13 51 45.00
Crits & Tons Left: 27 .00
Calculated Factors:
Total Cost: 3,769,928 C-Bills
Battle Value 2: 1,167 (old BV = 1,039)
Cost per BV2: 3,230.44
Weapon Value: 1,001 / 1,001 (Ratio = .86 / .86)
Damage Factors: SRDmg = 25; MRDmg = 4; LRDmg = 0
BattleForce2: MP: 5, Armor/Structure: 4/4
Damage PB/M/L: 4/3/-, Overheat: 0
Class: MM; Point Value: 12
--[X] ASF Design: New Daga Class Fighter
Code:
AeroTech 2 Vessel Technical Readout
* CUSTOM WEAPONS
Class/Model/Name: Daga Interceptor DAG-1HR
Tech: Inner Sphere / 3132
Vessel Type: Aerospace Fighter
Rules: Level 1, Standard design
Rules Set: AeroTech2
Mass: 40 tons
Length: 15 meters
Power Plant: 240 Fusion
Safe Thrust: 8
Maximum Thrust: 12
Armor Type: Standard
Armament:
1 Helghast L-Laser*
6 Helghast S-Laser*
------------------------------------------------------------------------------
Class/Model/Name: Daga Interceptor DAG-1HR
Mass: 40 tons
Equipment: Mass
Power Plant: 240 Fusion 11.50
Thrust: Safe Thrust: 8
Maximum Thrust: 12
Structural Integrity: 8 .00
Total Heat Sinks: 14 Single 4.00
Fuel: .00
Cockpit & Attitude Thrusters: 3.00
Armor Type: Standard (216 total armor pts) 13.50
Standard Scale Armor Pts
Location: L / R
Nose: 72
Left/Right Wings: 54/54
Aft: 36
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 Helghast L-Laser* Nose 8 8 8 -- 8 5.00
3 Helghast S-Laser* RW 3 -- -- -- 3 1.50
3 Helghast S-Laser* LW 3 -- -- -- 3 1.50
------------------------------------------------------------------------------
TOTALS: Heat: 14 40.00
Tons Left: .00
Calculated Factors:
Total Cost: 2,071,080 C-Bills
Battle Value: 1,283
Cost per BV: 1,614.25
Weapon Value: 1,667 (Ratio = 1.30)
Damage Factors: SRV = 24; MRV = 6; LRV = 2; ERV = 0
BattleForce2: MP: 8, Armor/Structure: 5 / 0
Damage PB/M/L: 3/1/1, Overheat: 0
Class: FL; Point Value: 13
@prometheus110 we should be at 8 open out 11 AP as we gained 1 AP from Autonomous Systems finishing last turn. Also the Hasta cruisers should be more than 3 per AP since that was supposed to be how much they were the first time we built some and we spent 1 AP on building them last turn
Fucking finally, about time we updated the mawler. Such a waste not using any when they beat the robots easily. I mean cmon it can take down spaceships.
By the way um with the Titan do we need to redisgn for new tech or is it updated to mark 2s automatically? Also I noticed that Aurigan Visa deal dissappeared from where it was from turn 19.
By the way um with the Titan do we need to redisgn for new tech or is it updated to mark 2s automatically? Also I noticed that Aurigan Visa deal dissappeared from where it was from turn 19.
Fucking finally, about time we updated the mawler. Such a waste not using any when they beat the robots easily. I mean cmon it can take down spaceships.
The MAWLR took a beating in it's fight. And it was built for fighting ISA ships which are much weaker than BT ships. They also are only a defensive unit by nature.
You do realize that there were two MAWLRs there (only one of which took damage) at that battle and the damage the MAWLR took was mostly the result of the MAWLRs armor which is vastly inferior to what we now have. If it is redesigned we remedy that maybe reduce its maintenance requirements and possibly add some more Petrusite weaponry to turn the MAWLR into a walking fortress with anti-orbital capability.
Is this open to new people or is it restricted to more experienced people on this forum? I've spent the last few days reading this after finding the Hasta over on DA.
Is this open to new people or is it restricted to more experienced people on this forum? I've spent the last few days reading this after finding the Hasta over on DA.
From my reading I like the plan that finally sees the MAWLR get a modernisation especially in the wake of C* cutting off the Feds and the expansion of the FTL comms network. I have a feeling it's not going ot be too long before they come either sniffing around where they aren't wanted or just try kicking in the door.
[X] Plan Mining, Upgrades, And Ships
I'm curious though, why not help build another Jumpship maintainance slip at Mechdur? It would benefit the Aurigans economically, would probably help the other pact members who are reliant on Jumpships and would probably also have a knock-on effect on the regions economy as a whole. Think about it, if a new slip is available for repairs then more Jumpships will travel through the region confident that they can more easily get repairs especially since only one Jumpship can be in the slip at any one time having a second onemakes a good deal of sense. Also, given the defensive alliance it will allow allied jumpships to be better repaired in the event of any potential conflicts.
It was one of the options offered so there may be a way to do it. Perhaps do it as a joint venture, get the Aurigans or the Taurians to install any specialised KF componants while we take on the bulk of the work constructing the slip itself. I imagine Helghast engineers could probably make the slip itself somewhat more efficient given our own comparativey greater shipyard experience not only with building ships but also maintaining and repairing large numbers of ships.
Yes the vote tick is in again, I wasn't sure if my type-in went through.
[X] Mechs, Planes, and Rocket Guns. With a little sweet talking and Visas
I much as I really want to upgrade our MAWLR fleet the ISA cruiser is waste of resources when we have our own better models and we still get a ASF interceptor online.
It was one of the options offered so there may be a way to do it. Perhaps do it as a joint venture, get the Aurigans or the Taurians to install any specialised KF componants while we take on the bulk of the work constructing the slip itself. I imagine Helghast engineers could probably make the slip itself somewhat more efficient given our own comparativey greater shipyard experience not only with building ships but also maintaining and repairing large numbers of ships.
Yes the vote tick is in again, I wasn't sure if my type-in went through.
What we are planning on doing or atleast I am is first build our own Jumpship yards, build and sell our own jumpship. We are also through past actions we have taken slowly spreading lost knowledge through the periphery since we have students at our university from the TC and MoC along with teachers in the MoC and AC which at least for the Magistracy has already brought back Lostech in the form of Cryobeds.
Also I'm planning next turn to start colonization of Charybdis and building another Colony vessle since based on my math turn 30 is when Rouge finishes up.