Research and Development Board Quest

I remember a similar design being brought up in the last thread, but I wasn't voting at the time. I don't recall, but is there a way for us to get more than one ship design going at once? Could we hire more staff, perhaps?
 
There dose not seem to be an up-to-date list of our progress or whatever anywhere. Am I just missing it?
 
I remember a similar design being brought up in the last thread, but I wasn't voting at the time. I don't recall, but is there a way for us to get more than one ship design going at once? Could we hire more staff, perhaps?
Eventually, you'll be able to hire a second scientist. But honestly, only one more, for the sake of my sanity.

I will admit that I pay attention to discussion when choosing what ships to offer up, though. (Or, more accurately, I assume in thread discussion mirrors what the actual in universe board is talking about, and companies listen to that and will often try to offer what they think you want.)

There dose not seem to be an up-to-date list of our progress or whatever anywhere. Am I just missing it?

A list of stuff, missing only this turn, should be up on the front page. Just scroll down a bit.
 
My thoughts on sending in the new ship:

Well, I'm thinking that it would be similar to WW1 and the tanks. By the time they are fielded in significant numbers, the enemy will already have a counter to them, or at least account for them in planning and tactics. By keeping them in reserve until a major breakthrough or something happens, you preserve surprise and allow them to make a short lived major impact on the battlefield.
 
My thoughts on sending in the new ship:

Well, I'm thinking that it would be similar to WW1 and the tanks. By the time they are fielded in significant numbers, the enemy will already have a counter to them, or at least account for them in planning and tactics. By keeping them in reserve until a major breakthrough or something happens, you preserve surprise and allow them to make a short lived major impact on the battlefield.
I completely agree with you here. Hold them back until they can move in force.

[X] Hold them back.
[X] Let loose the hounds of war.
 
But at the cost of weeks to months of the enemy's designs running rampant. Is it more important to blunt the enemy's edge, or maintain your own? The answer will vary from situation to situation, but for now I imagine having an answer to a stealth battleship, protecting our fleets, trumps trying to surprise the enemy with "hey, we can see you now!" (unless the admiralty is going to try and, I don't know, ambush all their stealth battleships in one major battle or something)

As a preliminary opinion, I favor recruiting the very reliable, not so inventive guy as a scientist. We have the polymath, it's rather hit or miss, but when she has her successes they're big, and when she's got her failures, they're not much smaller. Which is great, it's turning out useful designs for us, but we'll also want something solid and dependable.
 
the only relevant post i can find seems to say we still only have two kinds of ships, so i think that's out of date...
 
It hasn't been updated to this turn yet. I'll update it after the war vote is done so I can properly state how much of an impact the carriers are having.
 
[X] Hold them back.
[X] Let loose the hounds of war.
 
[X] Let loose the hounds of war.
[X] Send them in at once.

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Turn 5 : Early Season, Bid Phase
Budget : 100 Spacebucks
Science Teams : 1 (Joana Lehara)
Active Advantages : None
Active Disadvantages : None
Active Long Term Deals : None


The Carriers... were too late. The line has collapsed. Alien Incursions are penetrating deeper into human space with every second.

The war is not going well.

But the Carriers may have saved us all. The first constructed Doombringers arrived just in time to meet the big alien push, and their drones proved a horribly effective surprise against the aliens. Fighter and Bomber runs devastated unprepared enemies, and most of all their Recon Drones proved perfectly able to pick out the enemy Black Angels from the void, turning ambushes into hard fought defense actions that left many battlecruisers atmosphere bleeding wrecks.

And they have also proved their ability in raiding, as well, with their masterwork drive system proving to allow them to outrun any serious enemy defenses, while penetrating farther, faster, then was thought possible before their inclusion into the line of battle. What successful raiding has gone on is mainly thanks to them.

But there is not enough Doombringers. There is not enough Heathens. And the Swordfish are truly showing that they are an early design, almost as deadly to their own crew with their leaking shields as they are to the enemy.

The Fleet needs a new design. Something easy to produce. Something to replace the Swordfish. Something that can throw back the enemy.

[ ] - Raider Cruiser Project : Sealurk (Peace and Security, Incorporated)
With the rejection of the Angel last season, Peace and Security, Incorporated is now offering the Sealurk Raiding Cruiser to the board.

The Sealurk is a new design, utilizing the most advanced technologies that could be fitted into its hull. Like the Aletheia, somehow its designers have managed to fit a stable (Supposedly) Antiproton Jet Drive into the ship's frame. As well, they've managed to fit an astonishingly high weapon loadout into it as well. The Sealurk carries a nose mounted Box Launcher, a battery of Burst Railgun Turrets, and powerful fixed Heavy Laser Cannons for a long ranged punch. Defensively, it carries an upgraded Polarized hull, this time with the bugs ironed out. They swear. Really. As well, it has Light Armor, and a new Sensor Null Shield generator. While the Sensor Null Shield needs a generator almost as advanced as a hardened or absorbent shield, while still providing only about the same defenses as a light shield, its true value is that, while the shields are up, it more then halves the chance enemy sensors have of detecting the ship.

Lastly, using information from earlier raiding efforts, they've fit the hull with a Drive Signature Nullifier. The Drive Signature Nullifier both makes the Sealurk much harder to track when it escapes into FTL, but also renders the warning enemies will have before it arrives out of FTL to the bare minimum.

[ ] - Light Cruiser Project : Hammerhead (Hammer Industries)
The Hammerhead... Basically, from what Lehara can get from the designers, they basically said 'Right, so, the most common enemy ships have a shield system that is best defeated by lots of impacts in a short time period, and it doesn't really matter that much how strong the impacts are as long as they are strong enough to be an anti ship weapon.... How many guns can we fit into a cruiser again?"

And the Hammerhead carries a lot of guns. Besides being built around a set of Heavy Railguns, the Hammerhead also has twin arrays of Light Railgun Turrets and a Light Missile Battery to really let it lay down the hurt. Defensively, the Hammerhead has a heavy Reinforced Hull with a set of Ablative Armor to resist enemy lightning cascades, and has a Fusion Jet Drive to shove all that mass around.

However, the cost of fitting all those system into a Light Cruiser is the lack of any special equipment on the ship.

[ ] - Experimental Heavy Cruiser Project : Tempest (X.A.B.)
The Tempest is the result of X.A.B.'s attempts at reverse engineering enemy Ionic Weaponry. And it shows. While the Tempest does carry a Spinal Light Particle Pulse Cannon for long ranged firepower, the majority of the ship's weapon grid is dedicated to twin Ionic Discharge Arrays. Each Array is a short ranged weapon that... well, basically shoots chain lightning at enemies. Like the enemy Lightning Ray's Spinal Ionic Beam weapon, when an array strikes an enemy it will cause an Ionic Cascade to stream over the targeted hull or shields, impacting them repeatedly at multiple places. However, it is sadly much shorter ranged then the enemies version.

Defensively, the Tempest also shows the new development of the Ion Defense Grid, a cut down variant of the Ionic Discharge Array designed for point defense, burning down whole flights of enemy fighters or missiles with cascades of chain lightning. Though it is kinda short ranged. The Tempest also mounts a Light Shield Generator and Electromagnetic Armor over a Light Hull. Like most other ships, it is moved around by an Electro-Gravitic Drive.

[ ] - Beam Cruiser Project : Savage (Arms Unlimited)
With the need for a new Cruiser, Arms Unlimited has returned to the first season and is again offering the Savage class beam cruiser to the board. Its primary weapon is still a Spinal Mounted Heavy Particle Lance, but advances in technology has rendered it much more stable and less experimental. The design still has a secondary array of Light Laser Turrets and Expanded Maneuvering Thrusters, but is really primarily more a way to hit things with its big spinal stick. The Polarized Hull and Light Shield Generator it carries are its main defenses, and it is transported by an Electro-Gravitic Drive.

[ ] - Heavy Frigate Project : Hedgehound (Drone And Fiddler Productions)
The Hedgehound is sarcastically called a Coffin Ship by the crew of the test vessel. Its cramped. Short legged. Not very survivable. And exceedingly cheap and easy to construct.

Its primary weapon is the frigate scale Spinal Heavy Laser, but it also carries twin Light Burst Railgun Turrets in a single weapon battery, and somehow the designers also fit a Laser Point Defense Array into it as well. It only has a Light Hull though, and no armor at all, being dependent on its Sensor Null Shields for survival. Like the majority of vessels, it has an Electro-Gravitic Drive.

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SB Turnpost
QQ Turnpost
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Rolls After All Relevant Modifications(Human Holding Action: 4, Human Raiding: 26, Human Battlecruiser Hunting: 84, Alien Offense: 59, Alien Backline Security: 32, Battlecruiser Survival: 81)
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Also, as a completely shameless plug, I've started Factory AI Quest with the work I got done in between these last few updates, which will play in a similar manner, being based on some of the same ideas. Except for having resources and actual locations and characters, that is. Go take a look!
 
FUUUUUUUU-


Right, forget gimmicks this turn, we need mass-production power. That means either Hammerhead, Savage, or Hedgehound.

Hate to say it, but I'm seriously considering the Hedgehound right now. We need numbers. Our designs WORK, but theres not enough of them. Combined with special tech we can invest into the design, we can make the Hedgehound work. But it won't be a replacement for the Swordfish.

Anyone have arguments for anything else?

[X] - Heavy Frigate Project : Hedgehound (Drone And Fiddler Productions)

Changing vote to the Hammerhead.

[X] Hammerhead
 
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Yah, you guys rolled a 4 for the holding action, which turned a 'barely holding stalemate' into, well...

And capital scale carriers just don't get produced in time to get their fast enough to stop them from swamping you. And then their sudden attack prevented most of your backline raiding attempts from actually starting, so that didn't happen enough to stop things. Though what few carriers that did do some had some nice successes, and kept it from being even more of a rout.

Most of their Battlecruisers are heavily damaged right now though, considering that suddenly you could see them and were shooting first, but they rolled high enough to keep many from being outright destroyed. They won't be bugging you much this turn at least.
 
No more suprise!battlecruisers? Sweet. Which means we still have everything else to deal with.

I'm sticking by the Hedgehound. We need numbers, numbers, numbers. Just so we can cover all our bases, no matter how thinly. And maybe we can make it a bit less of a tin-can with contractor purchases.
 
[x] - Light Cruiser Project : Hammerhead (Hammer Industries)

I'm reluctant to go for a design that only has cheapness going for it.

While we do need ship numbers, I'd prefer a vessel that will allow it's crew to survive and gain experience to me Frigates are just money and crew thrown away on something that may buy us some breathing room in the short term, but not really be that useful later on.
 
I'm honestly torn between the Hammerhead and the Hedgehound. The Hedgehound is underarmed and has little in the way of armor, but on the flip side it can provide the numbers we really need. On the other hand, the Hammerhead's lack of sophisticated components and design to counter enemy defensive systems is awful appealing as well. Personally I'd like some sort of compromise; either find a way to give the Hedgehounds a bit more teeth or armor, or make the Hammerhead simpler and easier to produce in numbers.
 
Personally I'd like some sort of compromise; either find a way to give the Hedgehounds a bit more teeth or armor, or make the Hammerhead simpler and easier to produce in numbers.
We can do that better for the Hedgehound in the second phase than we probably can for the Hammerhead.
 
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Changing vote to the Hammerhead. Hopefully we get some offers that would improve mass-production capability, but I agree that disposable frigates might not be what we need now.
 
The Hedgehound is underarmed
Actually, the Hedgehound is overarmed for a Frigate. That's why the test crew for the example was calling it a Coffin Ship. It spends so much space on weapons that it doesn't have much left for crew.

In comparison to other frigate designs, the Beater carries a Light Missile Box Launcher and Light Lasers and is scaled purely for sheer mass production, the Anomaly has a single set of Particle Pulse Cannons but also has stealth armor and a long ranged sensor jammer, the Switchback only has Light Railgun Turrets, but also carries a Laser Point Defense Array and an exceedingly heavy Iron Armor Shell, and lastly the Piranha has both a Light Missile Battery and some Pulse Laser Turrets, but only has Sensor Probe Bays as special equipment.

Meanwhile, the Hedgehound has a Spinal Heavy Laser, Light Burst Railguns, and a Laser Point Defense Array, and then also manages to fit in an advanced variant of the shield generator then doubles as a low level stealth device. It's horribly cramped and the main reason for the ship's short legs is that the crews would go berserk if they had to live in it for a month, but it's probably the heaviest armed frigate design currently out there.

(It's still a frigate though, when all is said and done. For both better and worse.)
 
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