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


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If our doctrine is functioning our losses will always be to our frontliners. Let's categorize our ships intro frontliners and backliners:
38 Frontliners
5 heavy cruisers (4 Proofs of our new Path, 1 Leo)
7 Light cruisers (4 Scorpio, 1 Dauntless, 2 Endeavor)
16 Frigates (2 Crux-S, 3 Crux-old, 9 Word of the Writs, 2 Falchions)
10 Destroyers (6 Aries-S, 2x Viper, 2x Cobra)

4 Backliners
4 Light Carriers (2 Libra-T's, 2 Libra-olds).

Logistic and support:
6 Light Carriers (6 Andromeda-class Command ship)
9 Frigates (5 Taurus-S, 4 Taurus-olds).

Our fleet is literally 90.5% frontliners. We don't have a backline, just a frontline, of course that's what we're losing. Saying we need more frontliners is the same as saying we need more fleet.

If we want to actually use our doctrine, we need an actual backline of fleet carriers, and the Libra-T is something like 2x the fighter capability of a Libra-S (with the automated reloading), and more Chaos resistant because it has ship shrines. Arguably we can't afford to take half our fleet carriers out of service during this offensive for a refit, but maybe that means we should build more Libras instead of more Scorpios. This ratio is ridiculous.

The reason our frontline is getting beat upon is that there's not enough backliners to kill shit.

I'm not counting the Chameleons, Andromedas or Taurus's, since they're not really supposed to be in fleet combat, though both the Andromedas and the Taurus have a few strike wings that would help out. Also not counting the Lamenter's fleet, since they're not really ours to command.

I know @HeroCooky said something about frontliners earlier, but I'm struggling to understand how that's true.
 
Yes, but our fleet requires front liners to function, and almost 100% of our losses have been to our front liners. I want to close that gap before we start getting breakthroughs.
Definitely, our escorts are suffering heavily because they are working hard to keep Chaos away from our big ships. If we end up critically short on the frontline and skirmish ships we are going to start taking damage and losses to our big ships.

The Aries especially are important in keeping Chaos' speedy little shit ships from flanking around to get at our carriers.
 
If our doctrine is functioning our losses will always be to our frontliners. Let's categorize our ships intro frontliners and backliners:
38 Frontliners
5 heavy cruisers (4 Proofs of our new Path, 1 Leo)
7 Light cruisers (4 Scorpio, 1 Dauntless, 2 Endeavor)
16 Frigates (2 Crux-S, 3 Crux-old, 9 Word of the Writs, 2 Falchions)
10 Destroyers (6 Aries-S, 2x Viper, 2x Cobra)

4 Backliners
4 Light Carriers (2 Libra-T's, 2 Libra-olds).

Logistic and support:
6 Light Carriers (6 Andromeda-class Command ship)
9 Frigates (5 Taurus-S, 4 Taurus-olds).

Our fleet is literally 90.5% frontliners. We don't have a backline, just a frontline, of course that's what we're losing. Saying we need more frontliners is the same as saying we need more fleet.

If we want to actually use our doctrine, we need an actual backline of fleet carriers, and the Libra-T is something like 2x the fighter capability of a Libra-S (with the automated reloading), and more Chaos resistant because it has ship shrines. Arguably we can't afford to take half our fleet carriers out of service during this offensive for a refit, but maybe that means we should build more Libras instead of more Scorpios. This ratio is ridiculous.

The reason our frontline is getting beat upon is that there's not enough backliners to kill shit.

I'm not counting the Chameleons, Andromedas or Taurus's, since they're not really supposed to be in fleet combat, though both the Andromedas and the Taurus have a few strike wings that would help out. Also not counting the Lamenter's fleet, since they're not really ours to command.

I know @HeroCooky said something about frontliners earlier, but I'm struggling to understand how that's true.

I mean, we keep getting told "Your Libras are kicking ass, the problem is that you don't have enough frontliners, and your Spearhead Cruiser has to play like a frontliner because you don't have enough mass to stop things from getting to your backlines otherwise."
 
I mean, we keep getting told "Your Libras are kicking ass, the problem is that you don't have enough frontliners, and your Spearhead Cruiser has to play like a frontliner because you don't have enough mass to stop things from getting to your backlines otherwise."

I get that, I just want some idea, any idea, of how much is enough before we can build more of the ship that is kicking ass and our doctrine is based around. If 10:1 isn't enough, is it 15:1? 20:1?

To be fair, we should break it down into true lineholders, which doesn't include the destroyers or maybe the Falchions, but that's still 26 heavy frigate-and up hulls to protect 4 carriers.
 
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I mean, we keep getting told "Your Libras are kicking ass, the problem is that you don't have enough frontliners, and your Spearhead Cruiser has to play like a frontliner because you don't have enough mass to stop things from getting to your backlines otherwise."
This is especially acute against Chaos fleet because they tend to be fairly fast on average.

If our doctrine is functioning our losses will always be to our frontliners. Let's categorize our ships intro frontliners and backliners:
38 Frontliners
5 heavy cruisers (4 Proofs of our new Path, 1 Leo)
7 Light cruisers (4 Scorpio, 1 Dauntless, 2 Endeavor)
16 Frigates (2 Crux-S, 3 Crux-old, 9 Word of the Writs, 2 Falchions)
10 Destroyers (6 Aries-S, 2x Viper, 2x Cobra)

4 Backliners
4 Light Carriers (2 Libra-T's, 2 Libra-olds).

Logistic and support:
6 Light Carriers (6 Andromeda-class Command ship)
9 Frigates (5 Taurus-S, 4 Taurus-olds).

Our fleet is literally 90.5% frontliners. We don't have a backline, just a frontline, of course that's what we're losing. Saying we need more frontliners is the same as saying we need more fleet.

If we want to actually use our doctrine, we need an actual backline of fleet carriers, and the Libra-T is something like 2x the fighter capability of a Libra-S (with the automated reloading), and more Chaos resistant because it has ship shrines. Arguably we can't afford to take half our fleet carriers out of service during this offensive for a refit, but maybe that means we should build more Libras instead of more Scorpios. This ratio is ridiculous.

The reason our frontline is getting beat upon is that there's not enough backliners to kill shit.

I'm not counting the Chameleons, Andromedas or Taurus's, since they're not really supposed to be in fleet combat, though both the Andromedas and the Taurus have a few strike wings that would help out. Also not counting the Lamenter's fleet, since they're not really ours to command.

I know @HeroCooky said something about frontliners earlier, but I'm struggling to understand how that's true.
For actual line ships we only have the Crux/Crux-S and the Scorpio.

The Word battlecolonies are too slow to be proper line ships and the Kil'drabi frigates are dedicated escorts for the battlecolonies so they focus on being their escorts. The left over Imperial ships are a mix of escorts focused on point defense and escorting bigger ships (Falchion), patrol ships (Endeavors), or torpedo ships (Viper and Cobras).

The Aries are taking heavy losses because they have to go out there to hunt down the fast Chaos escorts and skirmish with them away from the fleet, the Cruxs are holding down the frontline alongside the Scorpios but they are significantly more vulnerable than the light cruisers so they suffer for it.
 
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I know @HeroCooky said something about frontliners earlier, but I'm struggling to understand how that's true.
The only thing I can think of that I said about Frontliners is that you were using the Leo as primarily a Lineholder, which was not its primary purpose, and that your Scorpios were better for that role. So could you expand on what you mean with that?
38 Frontliners
5 heavy cruisers (4 Proofs of our new Path, 1 Leo)
7 Light cruisers (4 Scorpio, 1 Dauntless, 2 Endeavor)
16 Frigates (2 Crux-S, 3 Crux-old, 9 Word of the Writs, 2 Falchions)
10 Destroyers (6 Aries-S, 2x Viper, 2x Cobra)
Wait, why are you counting the Frigates and Destroyers as Frontliners? Those things are not tanky enough to fill that role? They are for dealing damage, sneaking kills, escorting other ships, and disrupting stuff via scouting and probing attacks?
 
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@HeroCooky Since we've gotten a lot of mileage from our Chamleon ships, think you could tell us more specifically what Ghosts Amidts The Stellar Winds does?

Also, how are our gals liking their new wings?
 
[ ] Plan: GOOD NEWS everyone!
-[] [General] Research:
--[ ] Automechanical Augmentations, Directional Ion Shields, and Karnivore Weapon And Equipment Loadouts
-[] [Military] [Construct/Refit] A Fleet - [36 Fleet Points]
--[ ] 2x Scorpio, 4x Aries-S, 2x Crux-S
-[] [Military] Begin Military Operations
--[ ] Operation GOOD NEWS
---[ ] OBJECTIVE: The Formal Entry of the Glimmering Federation into the War of 621 will involve the liberation of Lethysan and Terrore, pivoting from the raiding and disruption of DRAGON'S TOOTH to give cover for our deployment. A war against Chaos that doesn't involve the Star Child's followers?
That doesn't seem right after all...
---[ ] All Forces from Droma, Ubraka, Neumidia, Perfinda, Gnatilla, Itani, Quintura Diablo, Kriegar, Kanzura, and Gheistheim, as well as the Blazing Sun (14 SAGs), Remaining SAGs should be shuffled in the backline by ships that aren't required to ensure no major vulnerabilities in our defensive perimeter. Supply ships will be assigned temporary Choir support as needed to keep supplies topped off while DRAGON'S TOOTH continues to be a giant distraction and disruption.
---[ ] Send a scout or another sneaky ship past the lines to inform the Mashan of our intentions, if they want to take advantage of Chaos' confusion... Well, it'll be a good opportunity.


EDIT: Recieved a grim reminder after posting that our dudes won't get their toys this round, anyway, nyoro~nnnn

SON OF EDIT: Actually, no, fuck that, we still need this. If we can't get it right now, we'll have it for the next throwdown.
I think you still have 4 more FP to play with in the fleet build action? (16 from the Scorpios, 8 from Aries, 8 from Crux). Add another Crux to it? Which will max out our fleet transport capacity so we'll need to build Andromedas next turn or the turn after if we skip building more ships next turn.
 
The only thing I can think of that I said about Frontliners is that you were using the Leo as primarily a Lineholder, which was not its primary purpose, and that your Scorpios were better for that role. So could you expand on what you mean with that?

Wait, why are you counting the Frigates and Destroyers as Frontliners? Those things are not tanky enough to fill that role? They are for dealing damage, sneaking kills, escorting other ships, and disrupting stuff via scouting and probing attacks?
Totally right, destroyers don't count, though I will note we built the Crux specifically for that purpose. Are they just too light for it?

But we still have 12 Light-cruiser & up direct combat ships to 4 carriers. The thread (and specifically @Alectai ) have asserted that the thing our fleets need now is more heavy direct combat ships. The plan I'm arguing about is building 2x more of them (a 15% increase) over 2x carriers (a 50% increase). I'm not even saying it's bad, just that I am surprised that what we need is more of those given how many we already have compared to the critical doctrinal DPS of our fleets.

Ultimately, I'm not saying this is even wrong - I'm trying to understand what it means to have a line - do literally only Scorpios (and Leo's, but preferably not) count? Are Crux-Ss just not good at the job and we should stop building them and instead build another Scorpio? Do we just need to clear a bar for every engagement to "hold the line" and then our number of carriers determine how long that line must be held and thus what our losses are? Do we build a small battlegroup around each carrier that requires 10 ships per carrier, at least two of which must be light-carrier or heavier tanks?

The messages I'm referring to are these ones discussing the Leo, yeah:

The problem is a Doctrinal one here, because the Leo is a Brawler and Lineholder, but completely forced into the Lineholder role by your fleets and tactics.

You have damage and you have fighters/bombers. But nobody to force the enemy to waste time and attention on, with the exception of the newly-made Scorpio, who is, comically enough, better at Lineholding than the Leo. If you want a better Leo, it needs to have more Shields and Armor while being better equipped to constantly put damage into the enemy to do the space combat equivalent of snapping their fingers in someones face.
Yes. Or just up the shields+armor and build more Scorpios to avoid the whole "redesign it for its intended purpose some decades/centuries down the line" issue.
In essence, yeah.
With the pretty clear implication that what we don't have enough of is direct combat ships that can hold enemy attention. Again, that is surprising to me since 90% of our ships are direct combat, and 26/42 or 60% of them should be enough to hold enemy attention, and 12 are light-cruiser weight brawlers.

I know this comes off as an attack and I apologize for that, I am trying to rephrase into a question of "what does it mean to have a line."
 
@HeroCooky Since we've gotten a lot of mileage from our Chamleon ships, think you could tell us more specifically what Ghosts Amidts The Stellar Winds does?

Also, how are our gals liking their new wings?
Ghosts Amidts The Stellar Winds is an Equipment to a Ship Class that builds a Narrative within the Warp for them, similar to how the Cobra has [Cradle of Heroes] as an Equipment. It brings with it meta-physical advantages that are not represented in the material metrics of a ship but are shown in the lore and flavor portion of what the ships actually manage to pull off despite the odds.
@HeroCooky speaking of the Chameleons, all of them are still assigned to helping the Lamenters right?
Totally right, destroyers don't count, though I will note we built the Crux specifically for that purpose. Are they just too light for it?
They are used by your fleets as skirmishers, which, while part of a Frontline, is the portion that does not goe toe-to-toe with an enemy.
Neablis said:
"what does it mean to have a line."
Okay, for your fleet a "Line" means anything that is able to tie up the enemy fleet by Being In Their Face. You have a Carrier Doctrine, which means that you require 1. Carriers, 2. Escorts for those Carriers, 3. Ships that are In The Enemies Face. You have the first and second, but are lacking in Heavy Cruisers. An ideal fleet (in a 20 Ships Task Force), from my POV for you, would be 4 Carriers, 3~4 Heavy Cruiser Brawlers, 4~6 Light Cruiser Lineholders, 4~6 Destroyer/Frigate Skirmishers, and 2~4 Destroyer/Frigate Scouts. If you are operating with a 30 Ship Task Force, add 4 more Carriers and up the Skirmishers and Scouts.

And I have not seen your posts as an attack, just someone confused and wanting clarification. Don't worry about that. :V
 
Ghosts Amidts The Stellar Winds is an Equipment to a Ship Class that builds a Narrative within the Warp for them, similar to how the Cobra has [Cradle of Heroes] as an Equipment. It brings with it meta-physical advantages that are not represented in the material metrics of a ship but are shown in the lore and flavor portion of what the ships actually manage to pull off despite the odds.

They are used by your fleets as skirmishers, which, while part of a Frontline, is the portion that does not goe toe-to-toe with an enemy.
Okay, for your fleet a "Line" means anything that is able to tie up the enemy fleet by Being In Their Face. You have a Carrier Doctrine, which means that you require 1. Carriers, 2. Escorts for those Carriers, 3. Ships that are In The Enemies Face. You have the first and second, but are lacking in Heavy Cruisers. An ideal fleet (in a 20 Ships Task Force), from my POV for you, would be 4 Carriers, 3~4 Heavy Cruiser Brawlers, 4~6 Light Cruiser Lineholders, 4~6 Destroyer/Frigate Skirmishers, and 2~4 Destroyer/Frigate Scouts. If you are operating with a 30 Ship Task Force, add 4 more Carriers and up the Skirmishers and Scouts.

And I have not seen your posts as an attack, just someone confused and wanting clarification. Don't worry about that. :V

Awesome. Thank you! So we really just need a Lot of Big Folks on the front line, and not a lot of destroyers.

@Alectai Based on this, I think we have enough escorts & skirmishers, not enough lineholders. I propose:
--[ ] 4x Scorpio, 2x Aries-S
 
Well, if we need something big and chuncky to act as an anchor for our line, I do have this one ship design sitting there. Kinda wanted to wait for the missile upgrades first but, seems we have a need right now for big metal.
[] Canis Major Heavy Missile Cruiser (v.2.4)
-[] Length - 4600 Meters (+1)
-[] Width - 600 Meters (+1)
-[] Acceleration - 2.5 Gravities
-[] Armor - Thin Bulwark Hull (-1)
-[] Shields - Two Lattices (-1)
-[] Weapons - 1x Medium Bomber Hangar/2x Heavy Missile Batteries/2x Medium Missile Turrets (-13)
-[] Equipment - Armored Lifepods/Lattice Hulls/Swarm Missiles/Macross Missile Massacres/Strict Pilot Training/Superior Gravimetric Engine Calculations/Veteran Pilot Genelines/Yeeni Auxiliary Engineer Division/Ship Shrines/Auto-Loaders (-18)
-[] (Tenative)Lore: Coming off the success of the Crux-Secundus, the Lynx Heavy Missile Cruiser was envisioned to be linchpin of the Federation's battleline. Meant to follow the Scorpio's into the thick of the battle; the Lynx's extensive missile batteries are to suppress and overwhelm the enemy's defenses through sheer volume of fire, allowing the Federation's vaunted squadrons to slip in the killing blows.
---
Also made a macro-cannon focused light cruiser to round out the battleline, just so we're not pigeonholing ourselves into 'all missiles all the time'.
[] Lynx Class Light Cruiser (v.1.3)
-[] Length - 4.000 Meters
-[] Width - 450 Meters (+1)
-[] Acceleration - 5 Gravities (-1)
-[] Armor - Medium Double Hull (-1)
-[] Shields - One Matrix (-1)
-[] Weapons - 1x Medium Bomber Hanger/2x Medium Rotary Macro-Cannon Batteries/2x Light Rotary Macro-Cannon Turrets (-11)
-[] Equipment - Armored Lifepods/Strict Pilot Training/Veteran Pilot Gene-Lines/Ship Shrines/Superior Gravimetric Engine Calculations/Auto-Loaders/Lattice Hulls/Snapshot Pinpoint Targeting Solutions (-12)
-[] Lore: A complementary ship to the Scorpio Class developed by Cobalt Terrapin Works. It boasts above average armor and shields to provide staying power while fighting in the line of battle while also boasting improved acceleration to avoid larger class ships attempting to close the distance or intercepting smaller ships attemtpting to push into the back line. While the calibre of fire is on the small side, it more than makes up for it in sheer volume and accuracy of fire.
 
Spitballing some Song ideas here:
  • Technology
  • Slumber
  • Silence
  • Perception
  • Grounding
  • Mercy
  • Innovation
  • Machinery
  • Justice
  • Wisdom
  • Death
  • Ruthlessness
  • Brutality
  • Paths
  • Struggle
  • Community
  • Family
  • Protection I
  • Fire I
  • The Sun I
  • Humanity I
  • Creativity II
  • Song III
  • The Home I
  • Logic I
  • Unity I
  • Progress I
  • Compassion I
  • Hope I
  • Health I
  • Void I

Excerpt:


Description:


Component Melodies:
Stretch Goal Melodies:

Excerpt:
Stars... before my eyes
They still accord within me what I thought had died
Below me sleeps a planet that I called home for years
It paves from view
I made my tears of joy

Description:
This is basically intended to be a knockoff version of the Astronomicon. Significantly shorter range and less powerful, though if the range is longer than a single warp jump, that may allow triangulation or otherwise make up for quality with quantity. Since we need a Choir in every system for communication anyway, this shouldn't be that much extra strain, especially if they only turn the beacon on when said communications have told them to expect an incoming ship.

Component Melodies:
  • The Sun I (The sun as a beacon is pretty simple imagery. Might also let us leech some of the power off the local star, though that might require higher levels)
  • Protection I (Probably pretty diffuse at this point, but there's no reason not to try an apply a minor sanctification effect over the systems and routes these beacons shine on. Also trying to protect the Choir from any gribblies being attracted by it.)
  • Humanity I (Make it easier for humans, such as Choirs or Navigators, to catch it, and hopefully somewhat work to lock out enemies of humanity)
  • Song III (an obvious inclusion for any song)
  • The Home I (it's literally meant to guide people home)
  • Void I (reaches across space)
Stretch Goal Melodies:
  • Technology/Machinery (Useful for synergizing with the Hymn components, plus possibly making beacons that don't rely on Choirs constantly Singing them)
  • Perception (Makes it more useful to our guys and/or less useful to our enemies)
  • Grounding (Stabilizing realspace locations in the Warp)
  • Paths (It's a transport based Song)

Excerpt:
Lights will guide you home
And ignite your bones
And I will try to fix you

Description:
A more sorcerously potent method of invoking the Star Child to cleanse a person, location or artifact. Generally aims to reverse corruption, but if it's too bad, it offers a Free Death.

Component Melodies:
Stretch Goal Melodies:

Excerpt:
I could lift you up
I could show you what you want to see
And take you where you want to be
You could be my luck
Even if the sky is falling down
I know that we'll be safe and sound
We're safe and sound

Description:
A Song to empower the sanctification of hallowed ground.

Component Melodies:
  • Song
  • Protection
  • The Sun
  • The Home
  • Fire
  • Health
Stretch Goal Melodies:
  • Grounding

Excerpt:
So I chose to die by starlight and let fire cleanse my soul

Description:
Basically a last resort technique for if Chaos is winning and the Choir is at risk of corrupting them. Self destructs in a massive (as in, potentially planetary given the scale of Songs and that we don't care about backlash) explosion of cleansing flame.

Component Melodies:
  • Song (a given)
  • The Sun (purification and destruction)
  • Fire (purification and destruction)
Stretch Goal Melodies:
  • Mercy (for what else is it to die a Free Death?)
  • Death (obviously)

Excerpt:
Tomorrow can be brighter than today
although the night is cold
the stars may seem so very far away
but courage hope and reason burn
in every mind each lesson learned
shining light to guide our way
make tomorrow brighter than today


Description:
Basically a song meant to boost research while we have available Choirs.

Component Melodies:
  • Protection (keep outside influences from twisting the creation)
  • Logic (pretty basic)
  • Progress (meant to increase technological progress)
  • Unity (meant to help research teams work together)
  • Creativity (to help think outside the bun)
  • Song (a given)
Stretch Goal Melodies (all for obvious reasons):
  • Technology
  • Machinery
  • Innovation

Excerpt:
For the grace for the might of our lord
in the name of his glory
for the faith for the way of the sword
come and tell their story again


Description:
This is meant to be a significant combat buff, primarily spec'd against Chaos but having flaming swords and preternatural teamwork will probably help against anyone.

Component Melodies:
  • Song (a given)
  • Protection (protecting our soldiers bodies, minds and souls from the enemy)
  • The Sun (purification, power, protection, etc)
  • Fire (purification, destruction, energy, etc)
  • Unity (teamwork makes the dream work)
  • Health (some degree of healing factor)
Stretch Goal Melodies:
  • Death (maybe try to True Kill some Daemons)
  • Justice (type advantage against assholes)

Anyway, I'd really like to grab that last one this turn since we're engaging Chaos in all out war.
 
[] Plan Fleet Buildup
-[] [Military] [Construct] A Fleet - [36 Fleet Points]
--[ ] 4x Scorpio, 2x Aries-S
-[] Design New Voidship Classes
--[]
Leo-Secondus Heavy Cruiser DP: 28
---[] -Length - 4.600m + 1 DP
---[]-Width - 600m + 1 DP
---[]-Acceleration - 3 Gravities - 1 DP
---[]-Armor - Thick Bulwark Hull - 3 DP
---[]-Shields - Three Lattices - 2 DP
---[]-Weapons -1x Medium Boarding Hangar(1)/2x Heavy Rotary Macrocannon Turrets(8)/Light Macro-Cannons Turrets(1) (Total: 36 Boarding Craft) = - 10 DP
---[]-Equipment - Armored Lifepods(1)/Ship Shrines(1)/Autoloaders(2)/Lattice Hulls (2)/Strict Pilot Training(1)/Superior Gravimetric Engine Calculations(1)/Harsh Crew Training(2)/Yeeni Auxiliary Engineer Division(4) - 14DP
--[ ] Operation GOOD NEWS
---[ ] OBJECTIVE: The Formal Entry of the Glimmering Federation into the War of 621 will involve the liberation of Lethysan and Terrore, pivoting from the raiding and disruption of DRAGON'S TOOTH to give cover for our deployment. A war against Chaos that doesn't involve the Star Child's followers?
That doesn't seem right after all...
---[ ] All Forces from Droma, Ubraka, Neumidia, Perfinda, Gnatilla, Itani, Quintura Diablo, Kriegar, Kanzura, and Gheistheim, as well as the Blazing Sun (14 SAGs), Remaining SAGs should be shuffled in the backline by ships that aren't required to ensure no major vulnerabilities in our defensive perimeter. Supply ships will be assigned temporary Choir support as needed to keep supplies topped off while DRAGON'S TOOTH continues to be a giant distraction and disruption.
---[ ] Send a scout or another sneaky ship past the lines to inform the Mashan of our intentions, if they want to take advantage of Chaos' confusion... Well, it'll be a good opportunity.


A major buildup for operation with not only a action building new ships but also a second action providing a new improved Leo with improved armor, Lattice Hulls and shields and adding a set of guns
 
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... Why though?

You're just diluting its focus that way.

Plasma Macro Cannons are the long-ranged version, when the whole point of the Leo is to get in and fuck shit up at close quarters.

I'm actually hoping we can get Autoloaders as Standard Equipment before we do the redesign, since that'll give me enough wiggle room to further enhance its performance for the Production Model. I can either max out Armor and Shields, or I can push Length and Width up, or get that last half of a G of acceleration to make it fast enough to catch up to the slowest Light Cruisers. Or a combination of any of these.

The Leo-primus' guns are fine for its intended role. The problem is that it's not being used in its Intended Role because we need a line holder. With another 4 Scorpios joining the initial model, we have a solid front line now.
 
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[] Plan: preparation
-[] Shipyard Automatization
-[] [Military] Militarize The Schools Of Paladins
-[] [Military] [Construct/Refit] A Fleet - [36 Fleet Points]
--[ ] 2x Scorpio, 4x Aries-S, 3x Crux-S
 
Something else, I feel like we can afford to send some Choirs to specifically support our operation this turn-we haven't sent them to actually assist directly in ground-operations for a long time just due to the sheer limit we had on them, but with more than 20 floating around free nowadays I feel like sending 3 or 4 specifically to back up our SAGs on the ground wouldn't be amiss.
 
Something else, I feel like we can afford to send some Choirs to specifically support our operation this turn-we haven't sent them to actually assist directly in ground-operations for a long time just due to the sheer limit we had on them, but with more than 20 floating around free nowadays I feel like sending 3 or 4 specifically to back up our SAGs on the ground wouldn't be amiss.

Hmm.

Yeah, that's fair, I'll add that in.
 
So, just to let you know, we can only choose the melodies that goes into the song. We don't know what the actual end result is going to be. I would hesitate to put forth the idea that a specific combination will produce the exact song that we want.
Counterpoint, we literally got navigators and astropath songs first try. That implies we can at least influence it towards what we want and it's not pure gacha.
 
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