Yes I post huge replies, I'm not trying to upset anyone or start a fight but I am just debating my thoughts. If I step over a line at any point tell me and I'll stop.
 
Well the UCN wasn't really happy with ISA Alpha Centauri after the first game in fact they really just showed up kicked peoples teeth in then told the vektans to wait while inspectors arrived from Earth. The invasion actually continued for awhile after the UCN left hence the events of the Killzone Liberation and the first two missions of Mercenary. Earth was pretty pissed with ISA Alpha Centauri because they lost atleast I think 2 ships to the Vekta Orbital Defense Platform which if it hadn't been for Templar well Lore and what's told to us in the game the fleet was expected to lose. Which Earth wasn't happy about because they purposefully keep the colonies technologically inferior enough for their fleet to steam roll over anything.

So Earth told the ISA to kick the Helghast off Vekta re-establish the blockade AND DO NOTHING ELSE. I mean I think lore wise it's established that earth actually put technological restrictions on Vekta because of the ODP which is why in KZ2 the ISA looks less advance then they did during the invasion of Vekta.

As for the Cruiser it took them two years of struggling to design and build them and they're not that impressive. I mean let's go over it's weapons systems a Bombardment Laser/Thruster, M10 Quad cannons, the Snow missiles and the Cruise/Bombardment missiles though those might just be more snow missiles but I don't think so. As for transportation each carriers 5000 marines, 600 pilots, 1800 support crew, and 200 officers. It can carry 160 intruders and 30,000 metric tons of ammunition for it's main guns. It's rather anemic for a 550M ship and because of it's limited ability to strike other ships with it's weapons led me in a much earlier post putting the class at either being a corvette or destroyer.
 
It's called stacking the deck you want that deck stacked as much as you can. That's why I didn't want to do the Hasta's till we had standard armor and structure at the least because of how obsolete it would be in a couple of years but you pushed for it.

As for the MAWLR the Pirate battle not withstanding because of technological and numerical disparity can hold off a large force the ISA forces where only able to finally destroy it by wiping out the bridge crew but even then it had slaughtered most of the ISA forces and was still fighting and causing damage even after the massive amount of damage it sustained. And considering that most invasion forces aren't much bigger then the pirate attack along with much tougher armor and structure could quite possibly fight off an invasion force by itself.
I didn't push for anything I also wanted to wait on the Hasta but others voted for it dude. And no it is not obsolete anyways. The armor is not that much stronger considering the levels it is used on. The Structure of the ships isn't actually any different as the points, mass, and bulk for primitive and standard are the same for ships and it is only certain mech parts that are larger and bulkier.

That "large force" of ISA units was a literal rag tag group of survivors dude. And If you are talking about the actual invasion force of the full ISA it did not infact hold them off it worked as part of a combined Helghast defense. The one time it did fight on its own it was beaten and it doesn't matter how it was beaten because all the damage it did was nothing compared to the cost of its own destruction. Trying to make them out to be single unstoppable fighting units is not going to work. For one it goes completely agaisth our doctrine of heavy Combined-Arms by trying to use it on its own.
I don't quite understand you @Adventwolf you seem to dislike the very concept of the MAWLR (judging by your discussion in the thread), you put down energy shields as unnecessary to research now yet your plan has them as part of your research choices, you seem dead set against us researching KF-drive, and it seems at times that you are acting argumentative without good reason. :???:
First of all, I never said the MAWLR was a bad idea. I said it can not be used by itself and that only be used on certain planets which we still don't know if Portland or Mir are those that can. You all are just overly obsessed with it and trying to play it up as more than what it is. A powerful "PART" of the Helghan Defensive force not the only part or even the best. You all want to overly rely on them when that is the quickest way to start losing expensive military hardware. No superweapon is ever going to be worth it if it is the only thing you bank on. That will just bite you in the ass. And as I have said before and you seemed to missed the MAWLR just doesn't need to be done this turn.

And seriously where the hell did you get the idea that the shields are useless? I never said that I said that the upgrade for the ships is a weapon upgrade not a defensive upgrade as they already have more than enough armor to survive any encounter. I also said that you all are overestimating the effectiveness of the shields what we see is that while they are strong they are not invincible and Prototypes are not going to be very efficient. Primitive is going to be when the ship shield becomes viable and even then only on the most valuable of targets, not every ship will have them until it is further refined.

And you missed what I have said. I have never been against K-F drives in fact I have been one of the people to push for it. Just because I don't put it in my plan the very first chance I get doesn't mean I am against something it just means I have other more immediate or long-term goals. It is called planning ahead and not just reacting. There is a reason I was so against the people that wanted to waste points by locking out more slots than were needed before that needed to be done.

Well the UCN wasn't really happy with ISA Alpha Centauri after the first game in fact they really just showed up kicked peoples teeth in then told the vektans to wait while inspectors arrived from Earth. The invasion actually continued for awhile after the UCN left hence the events of the Killzone Liberation and the first two missions of Mercenary. Earth was pretty pissed with ISA Alpha Centauri because they lost atleast I think 2 ships to the Vekta Orbital Defense Platform which if it hadn't been for Templar well Lore and what's told to us in the game the fleet was expected to lose. Which Earth wasn't happy about because they purposefully keep the colonies technologically inferior enough for their fleet to steam roll over anything.
They did only lose two ships. Though that was more from surprise than anything else. They would have lost because the laser could have fired before they could react. Also they didn't leave as a large amount of the forces used on Vekta and later the Invasion came from the UCA. Though those forces were meant to be used to support and train the ISA.
So Earth told the ISA to kick the Helghast off Vekta re-establish the blockade AND DO NOTHING ELSE. I mean I think lore wise it's established that earth actually put technological restrictions on Vekta because of the ODP which is why in KZ2 the ISA looks less advance then they did during the invasion of Vekta.
No the UCA gave a huge amount of assistance and technology to the ISA just that it was still weaker than the UCA. The ISA was researching energy weapons, shields, and other kinds of advanced techs as well. Stuff the Helghast tried or managed to steal as well. As for looks that was more because the ground forces didn't get much of any help compared to the Navy because like you said they were not meant to Invade the planet. I mean they had freaking cargo lifters as transports if that doesn't scream second thought nothing does.
As for the Cruiser it took them two years of struggling to design and build them and they're not that impressive. I mean let's go over it's weapons systems a Bombardment Laser/Thruster, M10 Quad cannons, the Snow missiles and the Cruise/Bombardment missiles though those might just be more snow missiles but I don't think so. As for transportation each carriers 5000 marines, 600 pilots, 1800 support crew, and 200 officers. It can carry 160 intruders and 30,000 metric tons of ammunition for it's main guns. It's rather anemic for a 550M ship and because of it's limited ability to strike other ships with it's weapons led me in a much earlier post putting the class at either being a corvette or destroyer.
That is because scale is something writers rarely get right. 30,000 tons though is a lot of ammo. Which was just ammo mind you not cargo for the rest of the forces. As for it ability to strike other ships they did have that in spades the missiles they have are more than powerful enough to break a old workhorse and the Fusion laser is able to be used in combat with ships. The Quads are AA weapons and Knife fighting weapons as well. Even against the Arcs, Strike Fighters, and Bombers of the Helghast counter offensive the ISA Cruisers gave as good as they got. And if you are comparing them to BT levels then all our ships are corvettes and destroyers at best as they lack the proper firepower to be anything else and even Corvettes are being generous.


[X] Mechs, Planes, and Rocket Guns. With a little sweet talking and Visas

I don't really like it, but it's better than a plan that includes 'Ships' in its name and then doesn't build any Hastas.
What don't you like? Haven't really gotten much feedback on the plan yet so input is liked.
 
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Right so I'm now going to go through my plan minus the already locked in actions.

Tylor VI anomaly with this I'm hoping that we recover more Star League Era Material now whether that means more vehicle to use or turn into research or a crashed warship I believe it's a sound investment and will increase our relations with the Aurgian Coalition.

FTL Communication that's pretty self explanatory, The new colony ship that's us speeding up colonization even more and next turn build another one and start colonizing Charybdis since Rouge should finish on turn 21.

Survey for Petrusite for that we need more of Petrusite and we've had the option for so long that I can't even remember when it was originally an option so best to get do it now. Also as I have stated before I do believe that finishing it will allow us to start looking for petrusite on other planets.

With the Hasta's I will admit that I caved on it so that I can get votes and I'm bitter about that but I will admit they are better then the standard cruisers and that most of my problems with them is that they where designed and put into production before we had standard armor or structure.

With the MAWLR redesign they are old they need to be updated for survivability and lethality and so that Covering more worlds send one two Mir or Portland would be statements and help boost their defenses. With the ISA Cruiser/Damocles-class besides me liking them and wanting them they are powerful ships and the ability for them to be truly multi role is hey let's make them carriers, defense stations and such is very much why I want them. Along with the fact that I want to use them as the ISA used them on Helghan as floating bases and heavy fire support the safety of having troops being relatively out of harms way and being rapidly react to threats is a great boon to our military might.

Expanding the defense station over Mir I see that as a no brainer and something we've been putting off for a long time especially since Mir is our first colony. Now on to research KF-drives we've had discussions and arguments about this we know it's most likely going to be a long research time but we can't keep putting this off as we have the original plan was a soon as we got something to start it we would start KF-drive research but we still kept putting it off the advantages are such that we do need to do so economically and strategically.

With the gravity plates that's just finishing it off and going whelp we got one branch done and it does bring them up to standard. Anti-senescence Therapies that's for colonization and AP also we've basically abandoned Society tech tree and we really need to start focusing on that tree. Gauss Rifles is we need to get started on that and it would probably put us at the door of actually beating the Inner houses at something it would definitely make our stuff so much more powerful.

Now for requisitions T7 Arc cannon hey that's one more anti-Mech weapon we can get our hands on and it does finish up our old weapons tech. For the Matriarch it's my own design in fact the third version and adds one more gun but we do need new tanks as so far we've only had the Hover tanks which their nice and have been updated but they are kinda under gunned and it would be nice to have a solid assault class tank while the Hovers are in the light to medium range I would say. Medium to Heavy at the most. Finally we end with the Daga it's a nice fighter and we need something new not much to say there.
 
Well the UCN wasn't really happy with ISA Alpha Centauri after the first game in fact they really just showed up kicked peoples teeth in then told the vektans to wait while inspectors arrived from Earth. The invasion actually continued for awhile after the UCN left hence the events of the Killzone Liberation and the first two missions of Mercenary. Earth was pretty pissed with ISA Alpha Centauri because they lost atleast I think 2 ships to the Vekta Orbital Defense Platform which if it hadn't been for Templar well Lore and what's told to us in the game the fleet was expected to lose. Which Earth wasn't happy about because they purposefully keep the colonies technologically inferior enough for their fleet to steam roll over anything.
You are right that the fighting continued for some time after the UCA departed but I think the anger from the UCa was more in regards to the ISA having lost control of the platform in the first place without having put sufficient checks in place to prevent it from being taken over. Not to mention that they missed the fact that General Adams had been in secret contact with the Helghast for years, all it took to find that little tidbit out was for one person with sufficient clearance to access the mainframe and see that Adams' personal terminal had been subverted with Helghast software.

That said the platform was likely something the ISA was allowed to have and I doubt the fleet would have lost. The ships they did lose were more down to surprise than anything else, as far as the ISA/UCA were aware Adams was still loyal and in control of the station and that the ISA personnel aboard had secured it against the Helghast. Nobody knew that General Lente had troops aboard nor that he had personally been on the station to witness Adams' betrayal. The UCA may have lost another few ships to the platform but the moment their laser batteries were in range the station would have been dusted as I doubt the UCN allowed the ISA to have access to anything that could keep the station safe from their weapons.

So Earth told the ISA to kick the Helghast off Vekta re-establish the blockade AND DO NOTHING ELSE. I mean I think lore wise it's established that earth actually put technological restrictions on Vekta because of the ODP which is why in KZ2 the ISA looks less advance then they did during the invasion of Vekta.
The difference in the look of ISA tech can be put down to them likely using simplified equipment able to be quickly and easily mass produced by a damaged industrial base in preparation for a counter-attack on Helghan. Hell the Intruder landing craft is little more than simple cargo shuttle with a few rails for troops to attatch themselves to so they don't fall off than an actual landing craft. Tack on the prototype mechs, the basic light tanks and the overall rushed nature of the assault and it makes sense that they've slapped as much of an invasion force together as they could. Not only that but I think some of the early dialogue in the game hints that the ISA troops believe the assault will be easy and that they'd beaten the majority of the Helghast forces in the fighting on Vekta when in reality most of the Helghast military was still around.

As for the technological restrictions, the Helghast took a lot of research into shields, drives and weapons from the ISA as one of their main objectives during the invasion. Even if they lost the aim was that they would take as much data as possible to use in any future assaults against the ISA. Now some of that tech may have been restrict since I doubt Earth wanted the ISA to have shields or high-end fusion drives nor do I think they wanted them to have energy weapons but the ISA was working on them anyway to potentially fight the Helghast. I'm willing to bet that one of the first things the UCN did was confiscate as much of the ISAs research as possible, it's likely that the cruisers laser and dispersive armour were given to them by the ISA to set up the blockade which helps explain why the cruisers seemed rather weak as they likely were before some quick retrofits.

As for the Cruiser it took them two years of struggling to design and build them and they're not that impressive. I mean let's go over it's weapons systems a Bombardment Laser/Thruster, M10 Quad cannons, the Snow missiles and the Cruise/Bombardment missiles though those might just be more snow missiles but I don't think so. As for transportation each carriers 5000 marines, 600 pilots, 1800 support crew, and 200 officers. It can carry 160 intruders and 30,000 metric tons of ammunition for it's main guns. It's rather anemic for a 550M ship and because of it's limited ability to strike other ships with it's weapons led me in a much earlier post putting the class at either being a corvette or destroyer.
I'd argue it's still too big and ungainly for such a role, a light cruiser if I'm feeling generous the ISA cruiser isn't worth an inclusion in the Helghast Navy without serious reworking at the very least. I'd actually also wager that the Snow missiles or whatever the extreme-range missiles it has are come from the UCA arsenal and are weapons that the UCA feels like it can get away with giving away. That being said, that laser would make a potent spinal weapon against Helghast ships and since we have some examples of crashed ISA cruisers on Helgan we could potentially reverse engineer it into a basic Naval scale laser. Those quad cannons would also have been capable of serving as a knife-fight weapon against Helghast ships and probably had ammunition for just such an eventuality though their primary role was PD. Remember what PDCs get used for in the Expanse universe, once you get up close they serve as excellent weapons for hitting poorly armoured targets or the weakpoints on a ship with plenty of armour.


What don't you like? Haven't really gotten much feedback on the plan yet so input is liked.
Overall I don't mind the plan but I still think that if we use the ISA cruiser for a carrier then we should use it as a stopgap to get carrier experience before building a bigger, better ship. Actually, if anything we could possibly get away with not giving it a warp coil and instead using it as a garrison ship since it's likely to be weaker than our other ships regardless. Now hear me out on this. This is in essence going to be the Helghast Navys first forray into carrier operations since I doubt any of Stahl's pilots survived the Khaje and whilst our fighters have been deployed planetside I don't think any have been deployed off of our cruisers, though I could be wrong. Even so it's our first actual carrier and there were a lot of lessons to be learned in using carriers even after they'd experimented with launching fighters off of battleship turrets during WW1, many of those lessons a navy has to learn first-hand, add onto that the fact that operating a carrier ni space is going to be quite different from terrestrial operations and I doubt the UCA left manuals on spaceborne carrier operations lying around.

If we build these as non-warp vessels to garrison systems then we could also offer them to our allies with minor technical downgrades without revealing anything at all about our warp coils after all I'm sure the Aurigan Confederation would be happy to get some extra protection agaist pirates in the wake of the 4th SW. With our cruisers already having dedicated fighter bays we don't necessarily need these carriers for patrol duties but having at least 1 at each of our outlying worlds (worlds exluding Helghan itself) we have a ship on-station that can augment the local defence station, capture a pirate jumpship or help hold off a larger attack all while our reinforcement force assembles to come to the rescue. Not to mention the fact that our people will be happier if they can look up and see not only the orbiting base but also a stationed carrier. Basing off of this once we get better strikecraft we can switch up to a purpose-designed carrier for our fleet, we could even design a potential escort-carrier conversion to our existing transports. Such a conversion could hopefully allow us to convert a freighter or 2 into something that can protect our transports in the event of war or in the event we send supplies during a civil war or through someones space and they try to sieze our ships, again.
 
What don't you like? Haven't really gotten much feedback on the plan yet so input is liked.
I'm not a fan of starting in on the carrier design just yet - we still have 4/5 actions worth of construction left on the Hasta rollout (assuming any subsequent actions get the bonus to 6 ships/action, which they may not if we included them this turn) until we have them up to numerical parity with our Workhorses, so adding in another prototype ship to compete for military production seems like it'll just slow things down even more. Plus, for all that pattern matching says Prototype Shields won't be that efficient we haven't actually been given stats or fluff for how effective they actually are - so we may as well hold off a turn just in case they turn out better than expected.

In it's place I'd probably work on contacting one of our smaller northern neighbours - we're going to building a pile of infrastructure all around them to create a sphere of influence all along the southern Periphery, and while putting in more effort towards the larger and more powerful polities makes sense ignoring all of the little guys completely is pretty rude. Even if we can't swing a diplo-annexation like we did for Portland it's probably worth starting up talks to take into account how trade patterns are gonna change if anybody is right off of a comms trunk to Canopus or if we plan on building and selling a pile of jumpships and boosting traffic.

I'm also confused by the inclusion of Cybernetics - I don't really see how it fits into any short or medium term plans, as any combat capabilities are gonna get overshadowed by the Power Armor research and non-combat stuff would be overshadowed by Anti-Senescence Therapies. Personally, I'd pick out a Physics tech (we've got a bunch of them to feed into mid-to-long term goals, such as KF drives for jumpship exports) just to keep the pattern of one in each category (plus a float) - but I'd be fine with Anti-Aging (pop growth) or putting in the effort to keep our industrial tech advantage by working the prerequisite for Robotic Workers (Improved Tactical Robotics).
 
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I'm not a fan of starting in on the carrier design just yet - we still have 4/5 actions worth of construction left on the Hasta rollout (assuming any subsequent actions get the bonus to 6 ships/action, which they may not if we included them this turn) until we have them up to numerical parity with our Workhorses, so adding in another prototype ship to compete for military production seems like it'll just slow things down even more. Plus, for all that pattern matching says Prototype Shields won't be that efficient we haven't actually been given stats or fluff for how effective they actually are - so we may as well hold off a turn just in case they turn out better than expected.

In it's place I'd probably work on contacting one of our smaller northern neighbours - we're going to building a pile of infrastructure all around them to create a sphere of influence all along the southern Periphery, and while putting in more effort towards the larger and more powerful polities makes sense ignoring all of the little guys completely is pretty rude. Even if we can't swing a diplo-annexation like we did for Portland it's probably worth starting up talks to take into account how trade patterns are gonna change if anybody is right off of a comms trunk to Canopus or if we plan on building and selling a pile of jumpships and boosting traffic.

I'm also confused by the inclusion of Cybernetics - I don't really see how it fits into any short or medium term plans, as any combat capabilities are gonna get overshadowed by the Power Armor research and non-combat stuff would be overshadowed by Anti-Senescence Therapies. Personally, I'd pick out a Physics tech (we've got a bunch of them to feed into mid-to-long term goals, such as KF drives for jumpship exports) just to keep the pattern of one in each category (plus a float) - but I'd be fine with Anti-Aging (pop growth) or putting in the effort to keep our industrial tech advantage by working the prerequisite for Robotic Workers (Improved Tactical Robotics).
Would you be willing to change your choice over to my plan? atleast for next turn depending on what happens I'm willing to contanct them though I'm kinda surprised that for some of them they aren't listed as contacted especially since we talked with them in having our ships perform anti-pirate patrols.
 
Would you be willing to change your choice over to my plan?
Eh, not really? You've got the same issues with design actions only more so, since the MAWLRs aren't really a high priority/key defense element and the ISA Cruiser doesn't seem to actually provide any differences in kind or scale. Like, you've called it a destroyer as if that's supposed to mean something, but its in the same rough size/weight/cost bracket as all of our other ships and we haven't put any effort into figuring out any new beam weapons so it's basically going to end up a cross between a Hasta and the Arc Cruiser. I'm sure that it'd be a very cool ship, but designing and building a ship for the sake of it being cool doesn't really do it for me.

You're also starting a long term project into building up petrusite stockpiles when we've already got a pile of long term projects on the fire and more on the way.

Tech choices are pretty much fine, though I'm not sure I'd go with looking into Gravity Plates and starting on the early stages of gauss tech might not be as useful as polishing another paradigm further (diversity vs potency doesn't always point towards diversity).
 
I'm not a fan of starting in on the carrier design just yet - we still have 4/5 actions worth of construction left on the Hasta rollout (assuming any subsequent actions get the bonus to 6 ships/action, which they may not if we included them this turn) until we have them up to numerical parity with our Workhorses, so adding in another prototype ship to compete for military production seems like it'll just slow things down even more. Plus, for all that pattern matching says Prototype Shields won't be that efficient we haven't actually been given stats or fluff for how effective they actually are - so we may as well hold off a turn just in case they turn out better than expected.

In it's place I'd probably work on contacting one of our smaller northern neighbours - we're going to building a pile of infrastructure all around them to create a sphere of influence all along the southern Periphery, and while putting in more effort towards the larger and more powerful polities makes sense ignoring all of the little guys completely is pretty rude. Even if we can't swing a diplo-annexation like we did for Portland it's probably worth starting up talks to take into account how trade patterns are gonna change if anybody is right off of a comms trunk to Canopus or if we plan on building and selling a pile of jumpships and boosting traffic.

I'm also confused by the inclusion of Cybernetics - I don't really see how it fits into any short or medium term plans, as any combat capabilities are gonna get overshadowed by the Power Armor research and non-combat stuff would be overshadowed by Anti-Senescence Therapies. Personally, I'd pick out a Physics tech (we've got a bunch of them to feed into mid-to-long term goals, such as KF drives for jumpship exports) just to keep the pattern of one in each category (plus a float) - but I'd be fine with Anti-Aging (pop growth) or putting in the effort to keep our industrial tech advantage by working the prerequisite for Robotic Workers (Improved Tactical Robotics).
I do agree that starting the carrier design will probably slow the Hasta rollout a touch but it'll help give us something of a head start especially with ComStar now taking an interest in our direction. Take a look at my above post for how I suggest we treat this early carrier.

Getting diplomatically involved isn't actually a bad idea especially if we start a concentrated diplomatic effort with the smaller worlds and bring them closer too us. If we play our cards right by building up the smaller worlds then like Portland and Independance (with the way things are going) they may very well opt to join us granting us the opportunity to grow economically while improving the Periphery. Even if they don't opt to join us, remember the saying "A small man can cast a very large shadow". Talking to the larger powers more also isn't a bad idea but taking cues from how we were initially treated by the Taurians and how the FedSuns treat us we'll basically be ignored until we're big enough or important enough to really attract their notice. Though bolstering the Periphery through trade and such are more long-term things though selling a crap-ton of Jumpships is just begging C* to really come looking at us.

Anti-senescence therapies is a good one to go for and we do have a fair number of Physics bonuses to get through but Cybernetics is going to help out a bit more in the short-medium term. The way I see it whilst improving our robotics technologies and developing anti-aging drugs will gives us some nice boosts with the possibility of also exporting them to help boost our neighbors Cybernetics will actually net us a fair bit of goodwill and money. From what I've seen of BT cybernetics aren't overly common at this point in time even for wealthy individuals who get wounded, I mean the reference materials in the wikis (I'm not overly well versed in BT) mention a book on Lostech as a source. Not to mention that the BT game (my introduction to the 'verse) actually has a mechwarior with a prosthetic leg that wouldn't be too out of place today on a runner as one of its main menu images, hell the guy looks fairly well decorated so he may be somewhat wealthy and the game is set not only a couple turns back from where we are now. Even then a lot of the cybernetics mentioned are all things that look and sound like things used by IS intelligence services, House Guard and suchlike.

Helghast cybernetics are probably also going to be a cut above what much of the Periphery has access to though I imagine the Taurians or at the very least Canopus have access to high quality cybernetics and prosthetics. It was even mentioned during the Portland Civil War that we were distributing advanced prosthesis to wounded refugees and that our prosthetic limbs were allowing the rebel government to get wounded soldiers back into the fight. If we advance on that technology not only would it probably help boost our intelligence services thanks to some choice cybernetics enhancements but it would also allow us to sell them for a pretty penny. I think the sale of such cybernetics, prosthetics in particular, would allow us to generate a lot of goodwill even if we have to sell them at near-cost it's an item people will want and that people will buy to help deal with injuries. Not to mention that we could sell certain non-medical prosthetics as dumbed down versions for consumer use, even if it doesn't completely take off or change the face of the galaxy there will be people willing to "upgrade" their bodies and we can give them the tech to do it if they want.
 
Eh, not really? You've got the same issues with design actions only more so, since the MAWLRs aren't really a high priority/key defense element and the ISA Cruiser doesn't seem to actually provide any differences in kind or scale. Like, you've called it a destroyer as if that's supposed to mean something, but its in the same rough size/weight/cost bracket as all of our other ships and we haven't put any effort into figuring out any new beam weapons so it's basically going to end up a cross between a Hasta and the Arc Cruiser. I'm sure that it'd be a very cool ship, but designing and building a ship for the sake of it being cool doesn't really do it for me.

You're also starting a long term project into building up petrusite stockpiles when we've already got a pile of long term projects on the fire and more on the way.

Tech choices are pretty much fine, though I'm not sure I'd go with looking into Gravity Plates and starting on the early stages of gauss tech might not be as useful as polishing another paradigm further (diversity vs potency doesn't always point towards diversity).
Okay well I can drop the cruiser and I'd probably switch it out with VISAs with the AC since that's what I originally wanted to do keep the MAWLR so even though we don't build any we can say that the design is updated. The Petrusite stockpiles yeah it does lock an action for 5 turns but 21 should be when Rouge finishes getting us 12 AP and 1 more research that will so it won't really be missed add on to my plan for us to start Charybdis which should be finished in 3 turns of it starting if we are smart that will ad 13 AP not including what ever happens with Caliban and Independence.

Which speaking of the last we heard from independence was this.
Independence's debate on whether to join the Helghan Republic, having swung back and forth now for several years, came to a head in early 3028. In a planetary referendum in which 79% of the planet's eligible voters participated, a full 53% voted Yes to the question of joining the Republic, 44% voted No, and 3% voted Don't Know. An election with very tight margins, the ball is now in the Helghan Republic's court as to how to proceed.
But there was no option to do anything this turn.

But back to choices for Gravity plates going to standard has a lot of potential benefits better quality, control, and does mean our stuff is more expensive and wanted now for some of it. While with the Gauss Rifle we are about ten years til they are reintroduced by the FWL in the inner sphere so even if we don't beat them we do get it around the same time as them though the 25% bonus we get from it being Star League, 5% from TC engineering and the 25% Major bonus means we'll cut through that first one like Butter not including if we find more Gauss rifles on Tyrlon VI.

Really when I think about we are position ourselves to be the Lyrans of the Rimward Periphery but more competent.

Though getting back on topic if I drop the Cruiser for the Visa deal would that be better for you? And if my bringing attention to it gets an option to bring Independence in and go with it instead of Visa or Cruiser good?
 
I think we should get diplomatically involved with Rockawellan.

It's a major mining world and was once a centre for shipping in the Star League Era.

They also just got hit by pirates and could use our protection and aid in rebuilding
 
First of all, I never said the MAWLR was a bad idea. I said it can not be used by itself and that only be used on certain planets which we still don't know if Portland or Mir are those that can. You all are just overly obsessed with it and trying to play it up as more than what it is. A powerful "PART" of the Helghan Defensive force not the only part or even the best. You all want to overly rely on them when that is the quickest way to start losing expensive military hardware. No superweapon is ever going to be worth it if it is the only thing you bank on. That will just bite you in the ass. And as I have said before and you seemed to missed the MAWLR just doesn't need to be done this turn.

And seriously where the hell did you get the idea that the shields are useless? I never said that I said that the upgrade for the ships is a weapon upgrade not a defensive upgrade as they already have more than enough armor to survive any encounter. I also said that you all are overestimating the effectiveness of the shields what we see is that while they are strong they are not invincible and Prototypes are not going to be very efficient. Primitive is going to be when the ship shield becomes viable and even then only on the most valuable of targets, not every ship will have them until it is further refined.

And you missed what I have said. I have never been against K-F drives in fact I have been one of the people to push for it. Just because I don't put it in my plan the very first chance I get doesn't mean I am against something it just means I have other more immediate or long-term goals. It is called planning ahead and not just reacting. There is a reason I was so against the people that wanted to waste points by locking out more slots than were needed before that needed to be done.
You know as much as I want to just point out how have once again misunderstood what I have posted and how your statements and actions stand in conflict with each other, 😞 but it is apparent that there is no point in trying to show you where you made mistakes or where your actions stand in contradiction to what is I have come to understand is your position based on your statements. Know that I have not missed what you said an a number of topics but you have obviously missed things I have said.

Your posted plan looks nice but there are parts that I am not for and other parts that make no sense from the reasoning you have put up here. For example, Why are you choosing Cybernetics for research this turn instead of Anti-senescence Therapies when the later is very clearly better long term.
 
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Okay well I can drop the cruiser and I'd probably switch it out with VISAs with the AC since that's what I originally wanted to do keep the MAWLR so even though we don't build any we can say that the design is updated. The Petrusite stockpiles yeah it does lock an action for 5 turns but 21 should be when Rouge finishes getting us 12 AP and 1 more research that will so it won't really be missed add on to my plan for us to start Charybdis which should be finished in 3 turns of it starting if we are smart that will ad 13 AP not including what ever happens with Caliban and Independence.

Which speaking of the last we heard from independence was this.

But there was no option to do anything this turn.

But back to choices for Gravity plates going to standard has a lot of potential benefits better quality, control, and does mean our stuff is more expensive and wanted now for some of it. While with the Gauss Rifle we are about ten years til they are reintroduced by the FWL in the inner sphere so even if we don't beat them we do get it around the same time as them though the 25% bonus we get from it being Star League, 5% from TC engineering and the 25% Major bonus means we'll cut through that first one like Butter not including if we find more Gauss rifles on Tyrlon VI.

Really when I think about we are position ourselves to be the Lyrans of the Rimward Periphery but more competent.

Though getting back on topic if I drop the Cruiser for the Visa deal would that be better for you? And if my bringing attention to it gets an option to bring Independence in and go with it instead of Visa or Cruiser good?
Lol, knew I forgot something. I'll do it next turn to avoid mucking-up votes. (we can say it was put off for a year due to the war :V)
 
Cybernetics is going to help out a bit more in the short-medium term. The way I see it whilst improving our robotics technologies
This isn't really the case - Cybernetics is a Society tech, and robotics tech branch is in Engineering. So while improving Cybernetics would lead to better health incomes it's mostly just being able to offer a better prosthetic - nice for the people that need/want prosthetics but absolutely nowhere near as valuable as another 50-100 years of expected lifespan, especially since everybody is aging and not everybody needs/wants a prosthetic.

Though getting back on topic if I drop the Cruiser for the Visa deal would that be better for you?
Yes, but not by enough to make me swap my vote.
 
Overall I don't mind the plan but I still think that if we use the ISA cruiser for a carrier then we should use it as a stopgap to get carrier experience before building a bigger, better ship. Actually, if anything we could possibly get away with not giving it a warp coil and instead using it as a garrison ship since it's likely to be weaker than our other ships regardless. Now hear me out on this. This is in essence going to be the Helghast Navys first forray into carrier operations since I doubt any of Stahl's pilots survived the Khaje and whilst our fighters have been deployed planetside I don't think any have been deployed off of our cruisers, though I could be wrong. Even so it's our first actual carrier and there were a lot of lessons to be learned in using carriers even after they'd experimented with launching fighters off of battleship turrets during WW1, many of those lessons a navy has to learn first-hand, add onto that the fact that operating a carrier ni space is going to be quite different from terrestrial operations and I doubt the UCA left manuals on spaceborne carrier operations lying around.
We do use our fighter in space that is the main use of them. And we can use carriers just fine we aren't going to be making a bunch of ship designs as that isn't how we roll. And the ship we do built will just be updated this Carrier isn't a stop gap it is a full on combat vessel it has the capcity of 120 fighters it is a more compact version of the New Syrtis class which was built to also be a fighting ship. It also has more fighters than all but the single supercarrier class of ship that doesn't exist yet.
If we build these as non-warp vessels to garrison systems then we could also offer them to our allies with minor technical downgrades without revealing anything at all about our warp coils after all I'm sure the Aurigan Confederation would be happy to get some extra protection agaist pirates in the wake of the 4th SW. With our cruisers already having dedicated fighter bays we don't necessarily need these carriers for patrol duties but having at least 1 at each of our outlying worlds (worlds exluding Helghan itself) we have a ship on-station that can augment the local defence station, capture a pirate jumpship or help hold off a larger attack all while our reinforcement force assembles to come to the rescue. Not to mention the fact that our people will be happier if they can look up and see not only the orbiting base but also a stationed carrier. Basing off of this once we get better strikecraft we can switch up to a purpose-designed carrier for our fleet, we could even design a potential escort-carrier conversion to our existing transports. Such a conversion could hopefully allow us to convert a freighter or 2 into something that can protect our transports in the event of war or in the event we send supplies during a civil war or through someones space and they try to sieze our ships, again.
Non-FTL ships are dropships not warships they are too expensive to be left hanging around without a way to move and can only stay in the same place they were built in so not able to be exported or stationed on any planet that doesn't have significant shipyards to build them.
I'm not a fan of starting in on the carrier design just yet - we still have 4/5 actions worth of construction left on the Hasta rollout (assuming any subsequent actions get the bonus to 6 ships/action, which they may not if we included them this turn) until we have them up to numerical parity with our Workhorses, so adding in another prototype ship to compete for military production seems like it'll just slow things down even more. Plus, for all that pattern matching says Prototype Shields won't be that efficient we haven't actually been given stats or fluff for how effective they actually are - so we may as well hold off a turn just in case they turn out better than expected.
I can see that as a possible issue all right I will swap it out for something else then. I can hold off on it for a little bit but we do need to build them eventually as they are a vitaly needed way to secure any battlefield we find ourselves in.
In it's place I'd probably work on contacting one of our smaller northern neighbours - we're going to building a pile of infrastructure all around them to create a sphere of influence all along the southern Periphery, and while putting in more effort towards the larger and more powerful polities makes sense ignoring all of the little guys completely is pretty rude. Even if we can't swing a diplo-annexation like we did for Portland it's probably worth starting up talks to take into account how trade patterns are gonna change if anybody is right off of a comms trunk to Canopus or if we plan on building and selling a pile of jumpships and boosting traffic.
And can maybe go with New Oslo or Tiverton I would like to hold off on Rockwellan until we have a few more worlds under us so they are more inclined to us but I could be convinced to talk to them first as we did just save their asses from getting raided by a battalion. Or I can use the action to do a dioplomacy action with the FedSuns to give them the services of the Ravens, laser shipments, and maybe ammo production/increased shipments of supplies? Which do you think is better?
I'm also confused by the inclusion of Cybernetics - I don't really see how it fits into any short or medium term plans, as any combat capabilities are gonna get overshadowed by the Power Armor research and non-combat stuff would be overshadowed by Anti-Senescence Therapies. Personally, I'd pick out a Physics tech (we've got a bunch of them to feed into mid-to-long term goals, such as KF drives for jumpship exports) just to keep the pattern of one in each category (plus a float) - but I'd be fine with Anti-Aging (pop growth) or putting in the effort to keep our industrial tech advantage by working the prerequisite for Robotic Workers (Improved Tactical Robotics).
The cybernetics is because the people in BT already do have increased life spans they mostly die off from outside factors so increasing the life span isn't that big of a deal. New cybernetics are a smart move because that is the most common form of injury that happens in this universe and it ruins people's lives by creating high-quality replacements that are very cheap we can vastly improve the lives and good will of all our people and allies. As for not going with K-F that was more of a toss up for me it honesty depends on what the results of the current tech is and how much it will take to finish them whether I stay with them or move one of them to focus on K-F next turn.
Your posted plan looks nice but there are parts that I am not for and other parts that make no sense from the reasoning you have put up here. For example, Why are you choosing Cybernetics for research this turn instead of Anti-senescence Therapies when the later is very clearly better long term.
Because most of the stuff I said above and because it has better short and mid term value right now.

You know as much as I want to just point out how have once again misunderstood what I have posted and how your statements and actions stand in conflict with each other, 😞 but it is apparent that there is no point in trying to show you where you made mistakes or where your actions stand in contradiction to what is I have come to understand is your position based on your statements. Know that I have not missed what you said an a number of topics but you have obviously missed things I have said.
Just because I don't take an action immediately doesn't mean I am against it dude. All the things you are accusing me of being opposed to I never have been. When did I take an action to purposely reject a tech? I never have because all of them are needed. But unlike others, I am not about to mono focus on one thing and declare it the best and most important. It is called pragmatism I want to do the most to actions possible to get the most positive results. That means spreading out my focus.

@coyote16able do you want the Matriarch tank to be made as a picture? If you do send me some stuff for reference and I will see which artist is available to make it. Just do it in here and maybe not in the PM since the whole email thing locks out accounts may still be in effect. If that issue has been fixed then just put the stuff in the PM and I will see who can do it.
 
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And can maybe go with New Oslo or Tiverton I would like to hold off on Rockwellan until we have a few more worlds under us so they are more inclined to us but I could be convinced to talk to them first as we did just save their asses from getting raided by a battalion. Or I can use the action to do a dioplomacy action with the FedSuns to give them the services of the Ravens, laser shipments, and maybe ammo production/increased shipments of supplies? Which do you think is better?
Very definitely New Oslo/Tiverton - the FedSuns are highly unlikely to be an ally in the long term between Spheroid attitudes towards the Periphery and the bad blood between them and the Taurians, and in the short term they're quite busy with fighting off the Dracs. Sure, handing over the Ravens and shipping in supplies in their time of need would boost their opinion of us, but they're already getting a pile of industrial assistance and ammo because our deal with them didn't end with the hostilities on the Cappellan front like it did with the rest of the Mutual Defense Pact nations - doubling down on that just isn't worth as much as being able to further knit a cohesive bloc out of our local area.

The cybernetics is because the people in BT already do have increased life spans they mostly die off from outside factors so increasing the life span isn't that big of a deal. New cybernetics are a smart move because that is the most common form of injury that happens in this universe and it ruins people's lives by creating high-quality replacements that are very cheap we can vastly improve the lives and good will of all our people and allies.
I'm pretty sure that poor periphery planets don't have the increased life span tech even if they would die of unnatural causes before living it out, and I'm dubious of whether richer Inner Sphere planets have it either at this point. Like, compare and contrast Hanse/Katrina/Allesandro dying of heart attacks/cancer in their sixties and seventies versus Kerensky and Dechavillier, where Kerensky lived to be 100 and Dechavillier was fighting fit in his late eighties.

Regardless, the people who very definitely don't have access to the tech are the Helghans, who are very much not dying off from outside factors or losing limbs as a general rule.
 
@Adventwolf

Rockawellan first.

We need to cash in on that goodwill from saving them while it's still fresh in their public consciousness for best effect

If we wait too long it becomes a case of "What have you done for us lately?"
 
I'm pretty sure that poor periphery planets don't have the increased life span tech even if they would die of unnatural causes before living it out, and I'm dubious of whether richer Inner Sphere planets have it either at this point. Like, compare and contrast Hanse/Katrina/Allesandro dying of heart attacks/cancer in their sixties and seventies versus Kerensky and Dechavillier, where Kerensky lived to be 100 and Dechavillier was fighting fit in his late eighties.
It was part of what gave rise to humanity they have had it for much longer than star league was around. Also does leaders aren't a good example one was a bad overworker and stress is what killed him/Liao fuckery and the others still died from outside factors. A longer lifespan would not have helped them at all. And even the Helghan live longer than normal because they are modified to be better than base line humans already.
Very definitely New Oslo/Tiverton - the FedSuns are highly unlikely to be an ally in the long term between Spheroid attitudes towards the Periphery and the bad blood between them and the Taurians, and in the short term they're quite busy with fighting off the Dracs. Sure, handing over the Ravens and shipping in supplies in their time of need would boost their opinion of us, but they're already getting a pile of industrial assistance and ammo because our deal with them didn't end with the hostilities on the Cappellan front like it did with the rest of the Mutual Defense Pact nations - doubling down on that just isn't worth as much as being able to further knit a cohesive bloc out of our local area.
I am propbaly going to be doing Rockawellan first they offer better connections and we did save them so they are in a warm mode right now.
@Adventwolf

Rockawellan first.

We need to cash in on that goodwill from saving them while it's still fresh in their public consciousness for best effect

If we wait too long it becomes a case of "What have you done for us lately?"
I think I am going to us it for them.
Also Fronc, because it seems to have more population than all the other independent systems combined. Except Detroit, probably
Fronc is being left alone not only is it farther away than anything else it is too big to easily control and more importantly it is a joint venture by our two allies and the last thing we want is to get in the middle of that.
 
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