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So, let's see if I can hammer out a possible Stealth Fighter-Interceptor model.


25 RP - Fighter (20 BP, 5 CP) These fighters have twin-linked lascannons to attack ground and orbital targets, and can carry a couple of small bombs. Requires a spaceport for rapid launch and rearming.

Machine-spirits - (+0.5x base BP cost, -0.9x base CP cost) Make this blueprint controlled by machine spirits, making it slightly corruption resistant and reducing the load on your systems. Synergistic with Psychic shields. Can be applied to: Combat bots, vehicles, small craft, installations.
25 + 12.5 = 37.5BP, 5 - 4.5 = 0.5CP

Void Shields - (+1x base BP cost for tanks & small craft, +9x base BP cost for bots, +1x base RP to design blueprint) - Adds void shields to the object, dramatically increasing survivability. Can be applied to: Combat Bots, Vehicles, Small craft.
37.5 + 25 = 62.5BP, 0.5CP

Basic Stealth - (+0.25x base BP cost for vehicles and small craft, +0.5x base BP cost for bots, +1x base RP cost, ) Makes a unit harder to detect with both active & passive means. Can be applied to: Combat bots, vehicles, small craft.
62.5 + 6.25 = 68.75BP, 0.5CP

Gravity Weapons - (+2x base BP cost for vehicles, small craft & bots.) Arms a unit with gravity weapons, capable of ignoring armor and ripping apart enemy internals on high power, or fairly effective short-term crowd control on low power. Power-hungry and short ranged, will be improved by research. Can be applied to: Combat bots, vehicles, small craft.

FINAL: 68.75 + 50 = 118.75BP, 0.5CP


Okay, so I think I did the math right, just did one after the other.

This fighter is meant to be tough enough to survive enemy attacks, but also dish out a ludicrous amount of damage. Gravity Weapon is meant to work especially well on unshielded targets, and since most fighters and bombers aren't shielded...

Ideally we could add more features, like customizing weapons modules, power sources, etc. I'd prefer to have quad lascannons and (once we research Networked Missiles) those "small bombs" be switched to Missiles. Heck, a hard mount to carry a single plasma torpedo or plasma mine would be nice, have fighter supplement bombers in a pinch.

***

[x] Plan: Vallkar Be Friends, Baby Be Growing, Mark Quattro

I like the general idea, but i also dislike that Anexa is not getting her AI speciality here.
I would like her to have her specialities maxed before lvl 20.
Maybe go for Shards of Humming Gemstone (100 RP) instead of Immaterium Understanding (200 RP), your idea for researching Immaterium Understanding right now instead of later were the discounts for warp comms right?
The research option Shards of Humming Gemstone is directly above
Empathy at Range on the list and the description screams "Warp comms discounts" to me.

(Also i feel like we are ignoring our loot to our detriment, these loot research options are basically rewards for defeating an enemy, completing some mission etc. .
It is very unlikely that Neablis would fck us over for finally researching one of them.)
I understand what you're saying, and I do want to research the quest reward texts as well especially the gemstone one, but this particular turn is so close to us getting ready to leave the system that I feel we have to prioritize our last critical techs. My plan finishes intelligence coding and also does large-scale OMC, so once that's done a lot more room is opened up for more open-ended research.

[] Plan: Vallkar Be Friends, Baby Be Growing, Mark Quattro
After thinking about it i agree with @LightLan that designing without building doesn't really make sense.

If you are going to build at least 1 of every ship design next turn and plan on focusing on warp comms and maybe some overflow into some omc or biology research its not really a problem to design right now.
That's my plan, honestly I want to build multiple of each type ideally. I would like to cash in at least one boon for getting a large amount of BP from Denva, that will allow us to build a lot more in one turn and definitely multiple ships of each type. For now I would want to only build one of the hospital cruisers, but multiple of pretty much everything else.

And yes, I do agree that Warp Comms next turn are pretty much it, I was planning on one research action plus various bonuses and that's it. Next turns build-a-rama for our fleet, basically.
 
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[X]Plan Delegation
-[X] Research: x2 (400+95+170)
--[X] Large-Scale organic-machine Control (75 RP)
--[X] Immaterium Understanding (200 RP)
--[X] Improved Gravity Weapons (150 RP)
--[X] Extremely Efficient Weapon Distribution (200 RP)
--[X] Design: 50 RP Advanced Technological Research Lab (500 BP, 100 CP), reduce to 13 RP by 50 Research Staff
--[X] Overflow to Faith is my Shield (Should be 27 RP)
-[X] Construction: 8820 (Spark of Ancients) + 8190 (Aetherion) + 15876 (Denva Prime w/Lift Capacity) = 32886 BP
--[X]Medium Shipyard x1 (3000 BP, Denva Primus Orbit)
--[X]Torch class Light Cruiser x3 (7150 BP, 21450 BP total)
--[X]Ember class Frigate x2 (3875 BP, 7750 BP total)
(Total cost, 32200 BP, 100+90+30 = 220 CP)
-[X]Boons:
--[X]Share Large-Scale OMC and CCR&D for 2 Boons
--[X]200 Cogitaire
--[X]200 OMC crew to run the ships
-[X] Orders: Scout surrounding systems
--[X] Detail one Torch class Cruiser each to scout the Myrris, Veytharis and Kethraxis systems, with priority to be given to preserving their vessels and returning home with information. If there are technologically advanced locals, first contact is allowed, but they are not to make any binding agreements. Nova Cannon Frigates remain with the Spark to lend their Nova Cannons in case of attack.
-[X] Anexa active action: Research
--[X] Immaterium Understanding
-[X] Victan active action: Raise Navibean
-[X] Cia Passive Psyker improvement
-[X] Gwendolyn Passive learning action

[X][name] Aurora

A somewhat different plan, because no one else is taking advantage of ships and an order action to scout things. It's probably overly paranoid, but honestly, we have three systems right next to Denva that we know very little about. So, use some off the shelf ships to check them out while researching some potentially transformative techs for next turns shipbuilding spree. In those OMC crew are going to be extremely useful, as they'll basically allow Vita to scout multiple systems at the same time. And yes, there is a risk to doing this before Warp Comms, but they're only one system away, and I really do think doing Immaterium first will pay dividends.
 
I think I like LL's plan the most. It has actually starting to build a fleet, as well as Intelligence Coding (finally!) finished.

[X] Plan: AI, Warp comm prereqs, Fleet building

[X][name] Aurora
 
[x] Plan: Communicating The Plot
[x] Plan: Finding The Plot

[X][name] Eos
[X][name] Iris

I think "Communicating The Plot" might be my favored plan between the two I made now, lol.

ANYWAYS!

New plan changes to Plan: Finding The Plot and especially Plan: Communicating The Plot just dropped. In both plans, focused the Diplomacy action in response to @Haganeko 's critique:
-[x] Diplomacy x1: Vellkar
--[x] We want to try to find out more about the Vellkar in general. Who are they? What can they offer? What do they want?
--[x] Use what we learn to try and make sure they get a fair shake during space exploitation negotiations. The learning is the first priority - especially because we can learn together with our daughter!

Made some updates to the plan summaries, as well:
[x] Plan: Finding The Plot
-[x] The big idea: Did you notice that Gwen had a vision, and that studying the seed may unlock a quest? Just in case that's not a coincidence I want to follow up on that, because if we can nail the place down, we probably want to get there with as much muscle as we can, and we need to know if that's where things are heading ASAP. Compared to "communicating the plot", spends RP on getting technology for better scouting ships we can build next turn, and completes Faith Is My Shield for psyker safety.
[x] Plan: Communicating The Plot
-[x] The big idea: Like Plan Finding the Plot, particularly in that it takes Seed as a way of following up on Gwen's vision. However, it takes the warp comms prerequisites instead of the other ship techs or Faith, and compensates with more BP spent on shielding upgrades for psyker safety.
The most significant changes are to the "Communicating" variant. As I suggested earlier, I rejiggered the research so I could get both warp comms prereqs by dropping faith and improved passive stealth:
-[x] Research x2 (500 Cogitare, because boon)
--[x] Instead of ship techs and faith, goes for the Warp Comms prerequisites. Seed is of course still present to get that plot hook good and early, and what scouting ships lose in sensors and stealth tech, they can gain in the ability to report back instantly.
--[x] BUDGET························· 715 RP
--[x] Intelligence Coding [Anexa]····(182 RP)
--[x] Large-Scale OMC················( 75 RP)
--[x] Study the Strange Seed [Gwen]··(150 RP)
--[x] Yelling into the Warp··········(150 RP)
--[x] Empathy at Range···············(150 RP)
--[x] Faith is my shield? [Overflow]·( 8 RP) -> 23/75
And then compensated for not having faith by changing the construction plan to focus more on shield build-out:
-[x] Construction (free): Repair Bay (1000 rBP) & Voidforge Miners (2000 vBP)
--[x] Compared to plan Finding the plot, directs more BP towards improving our medbay sooth shielding and oubliette "No" shielding to compensate for not getting Faith this turn.
--[x] Spark Refit: +1 Crew Quarters (75BP)
--[x] Increase med bay "sooth" Shielding to max (??? BP)
--[x] Increase Oubliette shielding (Overflow)
--[x] Repair bay: Repair shields if damaged, overflow as indicated above.
 
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...Made another update, because I realized something:
"Are you alright?" You ask, bouncing your baby slightly. She's stopped crying and is looking at Gwen with her mouth hanging open.

Our navigator is really interested in whatever is going on with Gwen, so I've edited the "raise the navigator" action to include her on the seed action. Something interesting may fall out of that, I feel.
 
So, let's see if I can hammer out a possible Stealth Fighter-Interceptor model.


25 RP - Fighter (20 BP, 5 CP) These fighters have twin-linked lascannons to attack ground and orbital targets, and can carry a couple of small bombs. Requires a spaceport for rapid launch and rearming.

Machine-spirits - (+0.5x base BP cost, -0.9x base CP cost) Make this blueprint controlled by machine spirits, making it slightly corruption resistant and reducing the load on your systems. Synergistic with Psychic shields. Can be applied to: Combat bots, vehicles, small craft, installations.
25 + 12.5 = 37.5BP, 5 - 4.5 = 0.5CP

Void Shields - (+1x base BP cost for tanks & small craft, +9x base BP cost for bots, +1x base RP to design blueprint) - Adds void shields to the object, dramatically increasing survivability. Can be applied to: Combat Bots, Vehicles, Small craft.
37.5 + 25 = 62.5BP, 0.5CP

Basic Stealth - (+0.25x base BP cost for vehicles and small craft, +0.5x base BP cost for bots, +1x base RP cost, ) Makes a unit harder to detect with both active & passive means. Can be applied to: Combat bots, vehicles, small craft.
62.5 + 6.25 = 68.75BP, 0.5CP

Gravity Weapons - (+2x base BP cost for vehicles, small craft & bots.) Arms a unit with gravity weapons, capable of ignoring armor and ripping apart enemy internals on high power, or fairly effective short-term crowd control on low power. Power-hungry and short ranged, will be improved by research. Can be applied to: Combat bots, vehicles, small craft.

FINAL: 68.75 + 50 = 118.75BP, 0.5CP


Okay, so I think I did the math right, just did one after the other.

This fighter is meant to be tough enough to survive enemy attacks, but also dish out a ludicrous amount of damage. Gravity Weapon is meant to

Ideally we could add more features, like customizing weapons modules, power sources, etc. I'd prefer to have quad lascannons and (once we research Networked Missiles) those "small bombs" be switched to Missiles. Heck, a hard mount to carry a single plasma torpedo or plasma mine would be nice, have fighter supplement bombers in a pinch.
Outside a carrier context, this is interesting, though I wouldn't use it as an interceptor. Grav weapons seem likely to be worse than conventional weapons against enemy strike craft at their current level. (Small craft don't pack a lot of armor, and range is valuable.)

They might mean it can strafe starships effectively though.

In a carrier context, by your calculation, it needs to replace six more basic fighters. I don't see any chance it would be worth it.
 
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Outside a carrier context, this is interesting, though I wouldn't use it as an interceptor. Grav weapons seem likely to be worse than conventional weapons against enemy strike craft at their current level. (Small craft don't pack a lot of armor, and range is valuable.)

They might mean it can strafe starships effectively though.

In a carrier context, by your calculation, it needs to replace six more basic fighters. I don't see any chance it would be worth it.
Okay then, makes sense. Its more of an antiship strafer/raider type for now. I guess once we do Improved Grav Weapons it'll have more range and be a bit more useful.

Would it be a decent Interceptor without Grav Weapons? What do you think we'd need for an Interceptor type?
 
Okay then, makes sense. Its more of an antiship strafer/raider type for now. I guess once we do Improved Grav Weapons it'll have more range and be a bit more useful.

Would it be a decent Interceptor without Grav Weapons? What do you think we'd need for an Interceptor type?
For a carrier craft, my first choice is psy shields and nothing else - maximizing the number of expendable weapon platforms. My second choice is adding void shields - I am not confident one void shield fighter is worth two without, but it might be. (For a boarding shuttle, if we design one, I would probably spring for shields.)

For a ground-based interceptor the carrier design is okay-ish but your design minus the gravity weapons seems better to me. Except you should add psy shields (one time RP investment for performance gain) and maybe specify one ply as veil since it complements the stealth.
 
[X] Plan: Vallkar Be Friends, Baby Be Growing, Mark Quattro
[X] Navigator Name: Nyra

This for now. Today was a bad day and something inside me failed so I am a mess. May vote again tomorrow, but I'm not sure so this for now.
 
Outside a carrier context, this is interesting, though I wouldn't use it as an interceptor. Grav weapons seem likely to be worse than conventional weapons against enemy strike craft at their current level. (Small craft don't pack a lot of armor, and range is valuable.)

They might mean it can strafe starships effectively though.

In a carrier context, by your calculation, it needs to replace six more basic fighters. I don't see any chance it would be worth it.
Try this again.

Wasp-class Fighter (Anti-Bomber - Space)
25 RP - Fighter (20 BP, 5 CP) These fighters have twin-linked lascannons to attack ground and orbital targets, and can carry a couple of small bombs. Requires a spaceport for rapid launch and rearming.
- Machine-spirits - (+0.5x base BP cost, -0.9x base CP cost) 20 + 10 = 30BP, 5 - 4.5 = 0.5CP
- Void Shields - (+1x base BP cost for tanks & small craft, +1x base RP to design blueprint) 30 + 20 = 50BP, 0.5CP, 25 + 25 = 50RP
- Basic Stealth - (+0.25x base BP cost for vehicles and small craft, +1x base RP cost) 50 + 5 = 55BP, 0.5CP, 50 + 25 = 75RP
- Gravity Weapons - (+2x base BP cost for vehicles, small craft & bots.) 55 + 40 = 95BP, 0.5CP, 75RP
FINAL COST: 95BP, 0.5CP, 75RP
Application: The original fighter design I made, only I fixed all the math (finally getting the hang of it!). This is for close-range attacks on bombers and other unshielded unarmored targets. Honestly, currently not very useful, but one we do Improved Gravity Weapons, it'll have significantly more range and be cheaper to build.


Typhoon-class Fighter (Interceptor - Space)
- 25 RP - Fighter (20 BP, 5 CP) These fighters have twin-linked lascannons to attack ground and orbital targets, and can carry a couple of small bombs. Requires a spaceport for rapid launch and rearming.
- Machine-spirits - (+0.5x base BP cost, -0.9x base CP cost) 20 + 10 = 30BP, 5 - 4.5 = 0.5CP
- Void Shields - (+1x base BP cost for tanks & small craft, +1x base RP to design blueprint) 30 + 20 = 50BP, 0.5CP, 25 + 25 = 50RP
- Basic Stealth - (+0.25x base BP cost for vehicles and small craft, +1x base RP cost) 50 + 5 = 55BP, 0.5CP, 50RP + 25RP = 75RP
FINAL COST: 55BP, 0.5CP, 75RP
Application: The Space Interceptor I originally wanted to make. This is geared towards intercepting and destroying other enemy fighters in space. No Gravity Weapons, but Void Shields are still needed to increase survivability.


Zephyr-class Fighter (Interceptor - Ground)
- 25 RP - Fighter (20 BP, 5 CP) These fighters have twin-linked lascannons to attack ground and orbital targets, and can carry a couple of small bombs. Requires a spaceport for rapid launch and rearming.
- Machine-spirits - (+0.5x base BP cost, -0.9x base CP cost) 25 + 12.5 = 37.5BP, 5 - 4.5 = 0.5CP
- Void Shields - (+1x base BP cost for tanks & small craft, +1x base RP to design blueprint) 37.5 + 25 = 62.5BP, 0.5CP
FINAL: 68.75 + 50 = 118.75BP, 0.5CP
Application: An Interceptor, but for use on ground/planets. Took out the basic stealth, not really needed in such a role, but again hoping for survivability with Void Shields.
 
I am much more fixated on craft as loads for starships, for which I don't like any of those due to the cost. I don't see one Typhoon beating three entry-level fighters. For fighters flown off ground bases, sure.

Except, I really would prefer they have psy shields. Machine spirits mean leaving them off isn't completely unreasonable, but we have the option.
 
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I am much more fixated on craft as loads for starships, for which I don't like any of those due to the cost. For fighters flown off ground bases, sure.

Except, I really would prefer they have psy shields. Machine spirits mean leaving them off isn't completely unreasonable, but we have the option.
Yeah, but that additional RP cost. Considering how much each and every plan fights for RP, something that pricey is just untenable.
 
Yeah, but that additional RP cost. Considering how much each and every plan fights for RP, something that pricey is just untenable.
This disregards that the shields also protect passengers and cargo, and that veil shields are highly desired for stealth anything, really.

There are lots of models to do, but there's a 75RP tech to cut those costs in half if we need it, and the ability to spend 10 RP to quarter the cost even without, whereas without SSDIPS the cost is too low for quartering to be a net gain.

Really really really should have shields.
 
I do think we should raise the kid directly at least one turn - but I'm not so invested in exactly which turn, and don't think we should every turn.
I think we should do it in as many turns as possible, and that this is probably the last turn when we have the slack to do it.
Just noticed this.
Those are already crammed down.
Aiiieeeee! Got any suggestions? I copied it from another plan because I needed to do something with the free BP.
Ooops. Did exactly the same thing.
I understand what you're saying, and I do want to research the quest reward texts as well especially the gemstone one, but this particular turn is so close to us getting ready to leave the system that I feel we have to prioritize our last critical techs. My plan finishes intelligence coding and also does large-scale OMC, so once that's done a lot more room is opened up for more open-ended research.
My big issues with your plan are:
1. No Anexa on Intelligence Coding (hopes for AI spec)
2. RP spent on designing on a turn when you aren't building
3. No Faith is my Shield when we have a half a hundred psykers in our ship now
4. No action to get to know the Vellkar.
I think I like LL's plan the most. It has actually starting to build a fleet, as well as Intelligence Coding (finally!) finished.
It does things we could do next turn (build a fleet) while neglecting something we need immediately (knowing what the Vellkar need/can provide). We only need the fleet on ther turn we leave, and waiting is actively beneficial since we can get more beneficial techs (there are plans grabbing Efficient Distro, Improved Grav Weapons...); meanwhile, every turn we spend without that information could be boon opportunities we're missing. Look how good Secundus boons have been. Also, Vita as an explorer just ignoring the possibility of getting to know a people rubs me the wrong way.
 
This disregards that the shields also protect passengers and cargo, and that veil shields are highly desired for stealth anything, really.

There are lots of models to do, but there's a 75RP tech to cut those costs in half if we need it, and the ability to spend 10 RP to quarter the cost even without, whereas without SSDIPS the cost is too low for quartering to be a net gain.

Really really really should have shields.
Fighters don't really do passengers and cargo, though.
 
Guess people didn't see it, or didn't like it. Still, here it is.
[X]Plan: Start Your Engines
-[X] Diplomacy: get to know the Vellkar. Talk to them, learn about their culture, their plans, their people. How they envision the galaxy and their place in it.
--[X] Victan assignment
-[X] Raise the child. You have images, recordings, and tales of many wondrous things. A lot of what you had from before was lost during your time in the Warp, but what you have from then, and what you have since you woke up, you will show her. The opening of a majestic webway gate; comets passing through space; a water planet seen from orbit. Plants, peoples, and beings as diverse as the galaxy itself.
--[X] See about devising safe games for her to play. Whether it's chess, puzzles, board games, or something else, take advantage of the fact that, while she can't affect holograms with her mind, you can change them in response to her movements and demands.
-[X][Boon] 200 Cogitare
-[X] Research x2 (400 + 180 + 95 (Anexa))
--[X] Extremely Efficient Weapon Distribution (200 RP)
--[X] Faith is My Shield (60 RP)
--[X] Large-Scale OMC (75 RP)
--[X] Intelligence Coding (182 RP)
---[X] Anexa
--[X] Complex Genetic Enhancement (150 RP)
--[X] Overflow: Adult Genetic Engineering (8 assumed)
-[X][Anexa] Research (Intelligence Coding)
-[X][Victan] Diplomacy (Velkar)
-[X][Cia] Passive Improvement
-[X][Gwen] Passive Study
-[X][Free] Construction: Voidforge Miners ((2000 BP) + Repair Bay (1000BP) = 3000BP)
--[X] Spark Refit: +1 Crew Quarters (75BP)
--[X] Spark Refit (cramming): Medium Boarding Preparations (1800BP)
--[X] Spark refit (cramming): Replace Basic with Advanced Technological Research Lab (500 BP, 100 CP) once design is researched.
-[X][Free] Hand over Large Scale OMC and Collab Comput R&D to our allies (+1/+2 boons)

[X][name] Victoria
Updated the plan with the cramming booboo.
Fighters don't really do passengers and cargo, though.
Agreed with your posts on this.
Honestly, for parasite craft the only reason psychic shields are even worth it is they're free in bp. As you've been saying, the main thing about carrier swarms is they're supposed to be cheap, numerous, and thus attritable.
 
My big issues with your plan are:
1. No Anexa on Intelligence Coding (hopes for AI spec)
2. RP spent on designing on a turn when you aren't building
3. No Faith is my Shield when we have a half a hundred psykers in our ship now
4. No action to get to know the Vellkar.
I'd like to point out that my plan now succeeds on all four of these criteria. My diplo action is now far more focused on learning about the Vellkar.

In fact, both variants pass provided you consider diverting all but the +crew compartment to shielding upgrades as an acceptable substitute for Faith.

Give them a reread, the updates have been pretty substantial. :)
 
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