I mean, rather than mud to slow enemies down, an amplified sweeper field produces a sort of steel wall like effect on the fighter that hits it. when enemy strike craft are detonating against your invisible sweeper steel wall a singularity follow up is kind of redundant.
Even if it doesnt destroy the craft outright I suspect the only pilots with a chance of surviving are space marine pilots.
 
I think it's best to keep our combos grounded.
Amplifier combos with any of the others pretty well, and might make up for the relative weakness of the sweeper effect.

Question about the grav Thruster: can can it fire a sustained beam to cut things?
I would think "not yet", cos otherwise it would make the grav sheer pretty obsolete.
 
I mean, rather than mud to slow enemies down, an amplified sweeper field produces a sort of steel wall like effect on the fighter that hits it. when enemy strike craft are detonating against your invisible sweeper steel wall a singularity follow up is kind of redundant.

My thought here is that lots of strike craft are basically flying tanks (or even flying super heavy tanks), which if they fly into a steel wall they might be stopped or slowed down, but are unlikely to be destroyed.

Even if it doesnt destroy the craft outright I suspect the only pilots with a chance of surviving are space marine pilots.

I think PD also has to deal with torpedoes, which are generally less vulnerable to rapid deceleration, I think.
 
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My thought here is that lots of strike craft are basically flying tanks (or even flying super heavy tanks), which if they fly into a steel wall they might be stopped or slowed down, but are unlikely to be destroyed.
Starfighters are going to be flying at very high velocities, even by the standards of superheavy tanks, and it's not so much "fly into a steel wall" as the starfighter abruptly requiring significantly more energy to accelerate in one direction or another.

Or, more specifically, parts of the starfighter. And if the engine's in one chunk and the illusionary mass is in another chunk, you're going to see some very unusual and severe stress patterns if that fighter tries to, say, attempt an evasive maneuver.

It's basically a way to get them to try to tear themselves apart with their own drives rather than a single kinetic impact.

But yeah, as unpleasant as that is, it's not a reliable killshot either.
 
Starfighters are going to be flying at very high velocities, even by the standards of superheavy tanks, and it's not so much "fly into a steel wall" as the starfighter abruptly requiring significantly more energy to accelerate in one direction or another.

Or, more specifically, parts of the starfighter. And if the engine's in one chunk and the illusionary mass is in another chunk, you're going to see some very unusual and severe stress patterns if that fighter tries to, say, attempt an evasive maneuver.

It's basically a way to get them to try to tear themselves apart with their own drives rather than a single kinetic impact.

But yeah, as unpleasant as that is, it's not a reliable killshot either.
Fighters probably have some kind of internal dampening though?

Also I'm not sure Grav sweepers scale up enough to have useful range. They cap at heavy weapon scale, don't they?

Personally, I would just use suncannon PD.
 
Starfighters are going to be flying at very high velocities, even by the standards of superheavy tanks, and it's not so much "fly into a steel wall" as the starfighter abruptly requiring significantly more energy to accelerate in one direction or another.

Or, more specifically, parts of the starfighter. And if the engine's in one chunk and the illusionary mass is in another chunk, you're going to see some very unusual and severe stress patterns if that fighter tries to, say, attempt an evasive maneuver.

It's basically a way to get them to try to tear themselves apart with their own drives rather than a single kinetic impact.

But yeah, as unpleasant as that is, it's not a reliable killshot either.

Strikecraft are capable of significant acceleration and so relative velocities, but IIRC the way they can penetrate void and similar shields is by matching velocity with the starship they're targeting.

I think the same applies to torpedoes.

That means that relative to the starship, and so relative to the sweeper, they can't be actually moving that fast, otherwise they'd be intercepted by the shields.

Fighters probably have some kind of internal dampening though?

Also I'm not sure Grav sweepers scale up enough to have useful range. They cap at heavy weapon scale, don't they?

Personally, I would just use suncannon PD.

Vehicle scale sweepers exist, which is what you'd use on PD batteries or on tanks.
 
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I've come around to putting hangars on the Carrack after watching a few videos, and adjusted my plan accordingly.


Not a chance it will matter though, but anyway, here's the latest version:

[] War Carrack, with some scope reclamation
-[] Chassis: Carrack (8 Systems, 6 Weapons Batteries, 2 Heavy Weapons Batteries)
-[] Convert 2 Weapons Batteries and 1 Heavy Weapons Battery to System Slots (+4 Systems)
-[] Weapons: 1x Heavy Starlance, 2x Fatetwister Cannon Batteries, 2x Fusion Carronade
-[] Systems: 3x Aethersail, 1x Plasma Drive, 1x Suncannon point defence battery, 1x Hangar, 1x Holofield, 1x Grav-Shield

Traded out one of the fatetwisters for 2 fusion carronades, and replaces the CIWB to a plasma point defence and a hangar.

Recovers 114 Psyscopes from each Carrack.
 
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[X] Cepheid-class Light Cruiser
[X] War Carrack, No extra exotics


We can also look at Fighter Deployment Methods. I would like to see us redesign our current Fighters and get a) the Exotics off them or b) have the Ones in Space replaced with other Fighters. Some of the Exotic Ones could be attached to our Warhosts.
 
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We can also look at Fighter Deployment Methods. I would like to see us redesign our current Fighters and get a) the Exotics off them or b) have the Ones in Space replaced with other Fighters. Some of the Exotic Ones could be attached to our Warhosts.
Haven't watched the video yet, but:

The exotics on our starships should probably stay where they are. But the time we have refitted everything we should have had the time to design new hulls and better weapons.

Our fleet is small, and we need to punch above our weight. By a lot.

And the best time to do so is in space, where the engagements are at huge distances, and the enemy is conveniently densely packed.

Edit: watched it now. So, would our dedicated carrier be a galleon hull where we trade out most of the heavier weapons and put in 12ish hangars?

Edit 2: Galleon only fighters

Galleon hull 17/2/4/1
Trade away heavy and special weapons 28/2
All defences: Grav, barrier, holo: 8 slots.
2x plasma, 3x aethersail: 7 slots
13 hangars: 13 slots.

My maths feels off here, but here goes:
If we use the same rules as vehicles, refunding is only 50% efficient, i think a bare battleship hull should have 17+4+8+6 = 35 system slots. Putting all defences and the same engines leaves 20 slots. If we put some weapons on it (lets say 2 naval) we end up with just 16 hangars. Doesn't feel worth investing the time to design a battleship like this, as 3 exta hangars feels like a very small jump for the time put in.
 
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I think there are situations where we need to punch above our weight both on the ground and in space.

We're just lucky enough not to have encountered the former yet. This seems likely to change in future. Particularly if we want to join the Wild Hunt.

I think our regular forces, both naval and ground, will generally be using advanced rather than exotic weapons. We probably want to have a relatively even split between exotics devoted to each category of our forces, so we have special forces for both.

We just haven't been exposed to how much of a difference exotics make to strongly contested battles on the ground, as we haven't fought there to a significant degree.
 
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I think there are situations where we need to punch above our weight both on the ground and in space.

We're just lucky enough not to have encountered the later yet. This seems likely to change in future. Particularly if we want to join the Wild Hunt.

I think our regular forces, both naval and ground, will generally be using advanced rather than exotic weapons. We probably want to have a relatively even split between exotics devoted to each category of our forces, so we have special forces for both.

We just haven't been exposed to how much of a difference exotics make to strongly contested battles on the ground, as we haven't fought there to a significant degree.
I think we should try to have roughly 1/4 of infantry use starblasters. If we have 3 troop squads of plasma, backed up by a 6 man elite squad and 6 man command squad with starblasters, 1 starcrystal forge would support the exotics cost of about 8-9 such Detachments per turn.
I figure the rest of the starcrystal production could be reserved for either starships or very elite formations
 
My expectations of how we'll go about building up our naval forces:

a) Refurbish all our existing forces with defenses, maintaining their existing exotic weapons (because scrapping those weapons costs us a massive amount of NEP that we won't be getting back anytime soon). Don't actually ever build more of them.

b) Design and build good enough ships based on Advanced technologies. Build these in bulk.

c) Once we've actually got a decent amount of line forces built around advanced technologies (and experience with their strengths and weaknesses in the process), we design elite forces equipped with Exotics. Build these along with the line forces and line forces mkII+; once we run low on exotics to make them, then we start dismantling our initial ships to recover materials.

Building up our Warhosts is a bit trickier, because our existing squads don't have standard sizes; the militia squads are 10 and 8, the Hearthguard and Special Units are 6. But it seems like we could still make the same general pattern work.

Given what we've seen of command squads, I'd say use commander Standard Squads if we want to mix exotic weapons into a force, rather than having any in the line squads to muck up their logistics.
 
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I think there are situations where we need to punch above our weight both on the ground and in space.
But there's no point in robbing Peter to pay Paul.

As a spaceborne civilization, the navy will be engaging earlier and more often than the army.

And more importantly, a successful navy engagement prevents the subsequent army engagement.
 
And more importantly, a successful navy engagement prevents the subsequent army engagement.
This is false.

It might not technically have happened yet, but we've already had situations come up where winning the naval engagement and not having an army to cash the opportunity the naval engagement won us could have sucked very, very badly.
 
For new build ship designs, I suggest we could set up the following:
- Escorts: Ketch Frigates with plasma and torpedoes, 2 aethersails, grav shield and holofield, 2 plasma PD (role: screening, torpedo boat)
- Dhow Light Cruiser: 3 plasma batteries and a Heavy Graviton Thruster lance, 3 aethersails, grav shield and holofield, 1 plasma PD, and 1 hanger (role: skirmisher, escort hunter)
- Clipper Cruiser: 4 plasma batteries and 2 Heavy Graviton Thruster lances, 3 aethersails, grav shield and holofield, 1 plasma PD, 1 hanger, and 1 large transport bay (role: generalist, backup troop transport)
- Galleon Battleship: 2 Starlance batteries, 4 Heavy Graviton Thruster lance, 1 mega-starlance, 5 aethersails, grav shield and holofield, 1 plasma PD, 1 hanger, webway gate (Role: Flagship, capital killer, primary way of deploying warhosts)

Assuming the battleship takes 6 turns to build, 1 starcrystal forge would let us keep 1 battleship building constantly. The other ships would only need 36 fatebender psy-scopes per cruiser/bb for their fighters (assuming we design a fighter that uses 1 fatesever cannon).

Fleets with this set-up should be excellent at medium to long range, and fast enough to outrun most enemy ships, serving as a long range complement to our allies who use shorter ranged weapons on their ships
 
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I'm going to say that I think any ship that uses two PD systems should use two different PD systems.

We probably shouldn't use the same PD system on every different ship that carries one PD system, for that matter.
I think there's a use-case for similar PD, it's just a denser network of guns. Putting that on an escort is a bit 'er, wot mate' though.

Speaking of battleships, I've looked at our combat brig and it's a bit awkward, but I think if we sacrifice it's second special weapons slot and it's remaining weapons slots, we can get enough to do a holofield and a shield on it. Which shield to choose is of course an issue but one we can discuss later.
 
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I think there's a use-case for similar PD, it's just a denser network of guns.
So's mixed PD, and mixed PD is also less vulnerable to various sorts of fuckery.

I've looked at our combat brig and it's a bit awkward, but I think if we sacrifice it's second special weapons slot and it's remaining weapons slots
Sacrificing the 2nd Special slot gets us +8 system slots, and if I've got the counts right we already had 2 free, for a total of 10. Should be fine for defenses, which is good, 'cause it doesn't actually have any other empty weapons slots - 3x standard Starlance batteries + 2x heavy batteries filled with standard Starlances is all it gets.

I'd say pull the Starlances in the Heavy mounts for something actually heavy; Heavy Graviton Thrusters, or a Heavy Amplifier + Heavy Imploder, or something. Defenses are Grav Shield, Holo-Field, 2x Hull Reinforcement and an additional PD system.
 
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