What should your focus for the rest of the Quest be?


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[] Fight!

Is voting open right now or am I tripping? Cooky asked for a 6-hour moratorium but voting seems to be open.
 
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Sidenote: Our Scorpios and Crux's are doing their duty as frontliners but it seems like they take a pounding, they could use some beefing up.
They're pretty damn tough already, not sure how much more we could make them. Especially with the new Doctrine stripping away the discount on Gravimetric. Though it did get upgraded to "Leaf on the Wind," in return from the Duchy thing, so that's something. If anything we might want to redo the Scorpios once we get the +1 acceleration, and also give them anti-voidship defenses since that'll protect them from the enemy torps a bit better.

I do have a few questions for @HeroCooky though.
1. Do we need to spend actions repairing 'light-moderate' damage as compared to 'light'? Or will either/both repair on their own over the turn? (Battlecolonies saving our asses again...)
2. What do our admirals think about going after Vlaus with light-moderate damage versus just light? By my count we still outnumber them over 2:1, I'm just not sure how much the damage degrades combat capabilities. '
3. How much void infrastructure is in Kaig? I didn't get the sense it was a big hub, but are we destroying anything significant?
4. Random other topic - I noticed the 12 new Augmentic-focused SAGs we raised during the last turn-vote aren't in our military forces yet (unless I missed them). Is there a default way to divvy them up between planets, are we going to have a vote on that? I had the idea of taking them from native Voxx wounded in the fighting, but I'm not sure if you wanted to abstract above that level.
 
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Is voting open right now or am I tripping?
It isn't, I just forgot to put in the moratorium.
1. Do we need to spend actions repairing 'light-moderate' damage as compared to 'light'? Or will either/both repair on their own over the turn? (Battlecolonies saving our asses again...)
2. What do our admirals think about going after Vlaus with light-moderate damage versus just light? By my count we still outnumber them over 2:1, I'm just not sure how much the damage degrades combat capabilities. '
3. How much void infrastructure is in Kaig? I didn't get the sense it was a big hub, but are we destroying anything significant?
4. Random other topic - I noticed the 12 new Augmentic-focused SAGs we raised during the last turn-vote aren't in our military forces yet (unless I missed them). Is there a default way to divvy them up between planets, are we going to have a vote on that? I had the idea of taking them from native Voxx wounded in the fighting, but I'm not sure if you wanted to abstract above that level.
1. That is covered within a regular Turn and only really relevant in military campaigns with rapid-fire engagements.
2. They are optimistic.
3. A few mining stations and a waystation to refuel freighters.
4. I'm putting them in with the Turn Update.
 
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??? If we retreat the Duchy will have 60%+ damage. Not 40%. You are reading the vote wrong. The Duchy forces in Kaig will have at *most* 40% of its forces left in the system.

(Gain: Orderly Retreat. Kaig Fleet takes High (>60%) Losses.

It says 60%+ losses, not 40% losses. Kaig will have 1 SBG left essentially. At *most*.
Your math is wrong, if we retreat they'll be taking upwards of 60% of losses so they'll likely have just 1 SBG worth of forces here

Ah yup, definitely had that flipped. Thanks. Starting to type after a late night and not finishing my coffee yet turns out to be a bad idea. I'm unsure about Fight! now.
 
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I'm in favor of retreating and then hitting the other fleet honestly. Showing off our mobility more or less forces them to keep forces split to prevent us from rampaging across their sub-sector.

[X] Retreat.
 
They're pretty damn tough already, not sure how much more we could make them. Especially with the new Doctrine stripping away the discount on Gravimetric. Though it did get upgraded to "Leaf on the Wind," in return from the Duchy thing, so that's something. If anything we might want to redo the Scorpios once we get the +1 acceleration, and also give them anti-voidship defenses since that'll protect them from the enemy torps a bit better.
The 'leaf through the wind' line has always been the writing for Superior Gravimetic hasn't it? I threw both ships into a spreadsheet to see how the designs directly convert into the new doctrine. Scorpio is kinda new so it gets like +4 DP more to use after the Sup Grav Engine tax. Crux-S is pretty old and we've had big DP gains since, so keeping the hull the same its something like +17 DP more to play with, it gets tons of new toys even after making it full size/armour/accel/shields.

I definitely want to get through more research before doing the real redesign though. I mocked up what we could potentially do right now, I'll post them for anyone interested when the current vote discussion has died down.

Oh yeah, I saw voting was open but now its closed...
 
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So reconsidering after my flipped numbers blunder.

Retreat option: Lose 4 LC, 8 Frigate, 4 Destroyer with light damage throughout our fleet.
Fight option: Lose 1 HC, 7 LC, 16 Frigate, 9 Destroyer with light-medium damage throughout our fleet.

Difference in losses: 1 HC, 3 LC, 8 Frigate, 5 Destroyer extra losses and some medium damage to the fleet in exchange for one damaged (presumably) SBG and insignificant void infrastructure.

So if we take [] Retreat. the 3+ SBG in Kaig will take >60% losses and likely be reduced to 1 or 1+ SBG while we take next to no damage. Its not much more damage for us to wipe them out in Kaig, but Retreating lets us be in a stronger position to attack the 2+ SBG in Vlaus, hopefully win surprise, and wipe them out there or do heavy damage with minimal losses again. It is taking a guaranteed small-moderate gain for known small losses here in Kaig, versus possibly better odds for the rolls against the 2+ SBG Vlaus fleet.

I'm leaning [] Retreat now.
 
So reconsidering after my flipped numbers blunder.

Retreat option: Lose 4 LC, 8 Frigate, 4 Destroyer with light damage throughout our fleet.
Fight option: Lose 1 HC, 7 LC, 16 Frigate, 9 Destroyer with light-medium damage throughout our fleet.

Difference in losses: 1 HC, 3 LC, 8 Frigate, 5 Destroyer extra losses and some medium damage to the fleet in exchange for one damaged (presumably) SBG and insignificant void infrastructure.

So if we take [] Retreat. the 3+ SBG in Kaig will take >60% losses and likely be reduced to 1 or 1+ SBG while we take next to no damage. Its not much more damage for us to wipe them out in Kaig, but Retreating lets us be in a stronger position to attack the 2+ SBG in Vlaus, hopefully win surprise, and wipe them out there or do heavy damage with minimal losses again. It is taking a guaranteed small-moderate gain for known small losses here in Kaig, versus possibly better odds for the rolls against the 2+ SBG Vlaus fleet.

I'm leaning [] Retreat now.
This isn't a guaranteed loss - it's a guaranteed win. We're trading about a 1/4 of an SBG worth of ships for 1 SBG of ships. Given the 3 dice vs 2 thing that's definitely a ratio I will take.

Additionally, our admirals are confident of taking Vlaus even with these losses.
2. They are optimistic.
 
Splitting the fleet was probably the wrong choice on the Duchy's part, but I suppose they couldn't let us rampage around the entire hexagon. Either way, I'm convinced by Neablis's argument above with regards to the math.

[X] Fight!
That's why taking Eschich was so strategically valuable to us. Better that we get them to split their forces like this than concentrate all their stuff in one area.

Though after this, I say we'll need to focus on licking our wounds and rebuilding.
They're pretty damn tough already, not sure how much more we could make them. Especially with the new Doctrine stripping away the discount on Gravimetric. Though it did get upgraded to "Leaf on the Wind," in return from the Duchy thing, so that's something. If anything we might want to redo the Scorpios once we get the +1 acceleration, and also give them anti-voidship defenses since that'll protect them from the enemy torps a bit better.
Though I will say, I'm not so sure about our new doctrine with the discounts it took away. I kinda wanna change it again b/c while our new doctrine is ok, it isn't really anything special. Whereas these 2 doctrines here would have allowed us to make some really nice ships, albeit they'd be more specialized:

[] Carrier Battle Group Focus
Recent battles have proven that fragile carriers cannot stand alone when capital ships clash and that current doctrine focuses insufficiently on providing proper close-range protection and screens for long-range carriers in favor of increasing the speed of vessels that are insufficiently mobile to dodge raiders the likes of the Flyssa class. This doctrine is focused on adequately escorting the Federation's long-range sword and their carriers, with specialized large combat ships equipped with powerful, accurate lance batteries and enough armor to, if necessary, block attacks on the carriers with their hulls.
(Heavy Cruisers, Grand Cruisers, and Battleships get DP discounts on High Tech Equipment and Weapons (Artillery, Lance, Plasma, Teleportarium, etc.) and penalties on Low Tech Equipment and Weapons (Macro-Cannons, Rams, Armor, etc.).
Length/Width is one step cheaper for the same classes.
Acceleration and Shields are treated as one step cheaper for all classes.
Discounts do not reduce DP cost below 1.)

[] Crusader Fleet Carrier Focus
As the Federation has expanded and matured, we have learned that the Galaxy is full of terrors, and we must be both vigilant guardians for our own people and benevolent liberators for the oppressed, Humans and Xeno alike. Due to this, our ships have specialized for their combat roles, with front-liners pinning down enemy fleets in close-medium range while Carriers and escorts provide long-range firepower in the backline. However, this comes at the cost of equipment prioritization and supply.
(The First Weapon Type has its DP Cost halved (calculated by adding all together and then halving it), with the Second/Third/etc Weapons Type gaining an X (Base Cost) × .50 (Rounded Up) DP Cost Increase.
The First Weapon Type can be used one Weight Class higher than usual by paying the unchanged DP cost.
Weapon Types are: Projectiles, Missiles, Lances, Strikecraft, and Melee.
Removes all Equipment DP cost increases but adds a 2 DP Flat Tax (applied once) if any equipment is added.
Acceleration and Shields are treated as one step cheaper for all classes.
Discounts do not reduce DP cost below 1.)

Crusader would let us have a Hilarious amount of Guns (could even put 6x100 Torpedoes on a Destroyer for Max Lulziness) at the cost of flexibility and an Equipment tax, but Carrier Battle Fleet would be good mostly for Heavy Cruisers+ with a focus on being pretty high-tech with a focus on Lances and Rotary/Plasma Macrocannons while still allowing our smaller vessels to unleash swarms of missiles and Torpedoes, and could also make it cheaper to make our ships bigger.

We get 2 dices

Enemies get 3
More accurately, they roll 3 and take the best 2
 
This isn't a guaranteed loss - it's a guaranteed win. We're trading about a 1/4 of an SBG worth of ships for 1 SBG of ships. Given the 3 dice vs 2 thing that's definitely a ratio I will take.

Additionally, our admirals are confident of taking Vlaus even with these losses.
Both choices are a guaranteed win, theres just different size of lost ships and tradeoffs with each. I'm thinking about it like gambling or risk in decision making. It is a good trade, we know we take much less damage than they do and there is no risk where we might get screwed by a bad roll in Kaig. However, I think it might increase the chances of a bad roll in Vlaus, although we should win anyway and we have reinforcements coming online next Turn. I don't agree 'optimistic' is the same thing as 'confident'. I'm ok with either choice winning really but I think Retreat has less risk.

Though I will say, I'm not so sure about our new doctrine with the discounts it took away. I kinda wanna change it again b/c while our new doctrine is ok, it isn't really anything special. Whereas these 2 doctrines here would have allowed us to make some really nice ships, albeit they'd be more specialized:
You're going to make me stare wistfully at my Crusader Fleet spreedsheet again. I agree but I'm skeptical QM is going to let us switch Doctrines around that easily after we got the free action.
 
Do we need to worry about the Duchy reverse engineering any wrecks we leave behind? Like I don't think we have anything too special to worry about the Duchy taking and using for their ships but just wondering.
 
It isn't, I just forgot to put in the moratorium.
1. That is covered within a regular Turn and only really relevant in military campaigns with rapid-fire engagements.
2. They are optimistic.
3. A few mining stations and a waystation to refuel freighters.
4. I'm putting them in with the Turn Update.

I don't think it's worth fighting, it's better to retreat and attack the fleet in Vluas.
 
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