CSC America

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Blitz
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george moromisato wrote: * I haven't totally worked out the Corporate Hierarchy vs. Ares relationship. The Hierarchy and the Commonwealth are independent, so there is no guarantee that the Hierarchy would want to help the Commonwealth. Moreover, it's possible that if the Ares were to win control over the Outer Realm, that the Hierarchy would just decide to do business with them and thus get to keep their stations without a fight.
As I understand it, the ares are a monolithic culture - as in soviet style communist. I don't see the Hierarchy doing much trade with them. How would you justify that the Hierarchy would rather have them as a trading partner? If anything, the Hierarchy profits from continued war and selling - both weapons and defensive items - to the fleet and civilians who want to be protected. The Ares seem to have their own industry and their own weapons. The way I see it, it would be a net loss for the Hierarchy to lose Commonwealth sales.

If the fleet wants to "go up the tech tree", the one place where they'd be getting it from is the Hierarchy.
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JohnBWatson wrote:
SolarGalaxy wrote:One way to buff the Fleet in capital ship engagements is to have options in the tech tree to allow your Aquila Cruisers to use more of their Katana starcannon slots. The standard Aquila in the game has only 2 Katanas (Probably due to funding and power limitations) when it could carry 6 according to the model. An Aquila with 6 Katanas can easily tear through a Phobos.
6? I only saw 4. I like the idea of upgrading the number of slots utilized, though.
In the TransArt files of the Aquila it has 6 starcannons, 2 in the front.

In CSC America will we be able to equip more powerful reactors to our units? Since an Aquila requires a Hyperion to support 6 Starcannons and a R9 Deflector (Adds exactly to 500MW but there are life support energy costs too, so it can't fit on a Koshiba)
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Blitz wrote:As I understand it, the ares are a monolithic culture - as in soviet style communist. I don't see the Hierarchy doing much trade with them. How would you justify that the Hierarchy would rather have them as a trading partner? If anything, the Hierarchy profits from continued war and selling - both weapons and defensive items - to the fleet and civilians who want to be protected. The Ares seem to have their own industry and their own weapons. The way I see it, it would be a net loss for the Hierarchy to lose Commonwealth sales.

If the fleet wants to "go up the tech tree", the one place where they'd be getting it from is the Hierarchy.
Exactly: the Hierarchy would do whatever brings in the most profit. If they could, they'd sell weapons of mass destruction to both sides and then try to get hired to rebuild whatever got destroyed. But if they were threatened with destruction (and therefore a total loss of several major facilities and trade outposts) by the Ares, it would make sense for them to bend to the Ares' will if it could save them at least some of their profit.

This would make an interesting damned-if-you-do, damned-if-you-don't mission. Decker orders you to take out a fleet of Hierarchy transports selling weapons to an Ares outpost; following through would get you blacklisted, contradicting orders would lose you his trust/support and possibly some rank.

Also, it seems to me that the black market wouldn't want to miss such a profitable opportunity either. Are they going to at be a significant force in the outer realm or just stay in their cozy hideouts back around St. Katharine's?

SolarGalaxy wrote:In CSC America will we be able to equip more powerful reactors to our units? Since an Aquila requires a Hyperion to support 6 Starcannons and a R9 Deflector (Adds exactly to 500MW but there are life support energy costs too, so it can't fit on a Koshiba)
It would definitely become necessary once the America starts looting/purchasing high-tech items from Ares wrecks and Corporate stations. But as was said before, the numbers of reactors appearing would need to be severely modified to be able to support an entire fleet.
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SolarGalaxy wrote: In the TransArt files of the Aquila it has 6 starcannons, 2 in the front.
Impressive find. I'd love to see those turrets used in - game.
In CSC America will we be able to equip more powerful reactors to our units? Since an Aquila requires a Hyperion to support 6 Starcannons and a R9 Deflector (Adds exactly to 500MW but there are life support energy costs too, so it can't fit on a Koshiba)
Some ships have built in reactors other than the ones sold at stations, as seen on the playerships and the AI ships that don't appear to carry reactors.

It would definitely become necessary once the America starts looting/purchasing high-tech items from Ares wrecks and Corporate stations. But as was said before, the numbers of reactors appearing would need to be severely modified to be able to support an entire fleet.
After rereading the OP, I don't think we'll be arming each unit individually. As I understand it, units will have a resource cost and an unlock requirement in the tech tree. Some units, like the Centurion, could be upgraded individually to other variants, and privateers would likely have randomized loadouts, but I think that will be the extent of it. Manually equipping every ship in the fleet would be tedious, and would eliminate the main benefit of different ship classes(why buy a Britannia when you can simply change the loadout of the smaller and cheaper Wolfen gunship?).

This would make an interesting damned-if-you-do, damned-if-you-don't mission. Decker orders you to take out a fleet of Hierarchy transports selling weapons to an Ares outpost; following through would get you blacklisted, contradicting orders would lose you his trust/support and possibly some rank.
The Ares started the war by attacking Earth from orbit, and the retaliatory attack razed Mars and pursued them into the Outer Realm in an attempt to wipe them out permanently. I don't think they're on particularly good terms with humanity in general.

In addition, they're a society of clones with rather communistic/fascistic overtones. The CH is somewhat incompatible with their society.
Also, it seems to me that the black market wouldn't want to miss such a profitable opportunity either. Are they going to at be a significant force in the outer realm or just stay in their cozy hideouts back around St. Katharine's?
On one hand, they could add some interesting interactions. On the other, their only gunship is badly outclassed by everything else in the region. A single Britannia or Chasm could take on one of their stations singlehandedly.
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I think it might be an opportune time to bring up the defensive doctrine Wolfy and I came up with a few years ago.

Let's take the Ares for our example of stargate defense. Every border facing stargate should have a ring of turrets around it. Possibly those parallel to the border as well. For important gates (eg. in Ares Prime and any other critical system and, if the border ever stabilized in a cold war situation, those that crossed the border at that time) there should be something like an outpost a bit beyond the range of the CW's fire and forget missiles, but armed with a Hecates Cannon or Micronuke Cannon or APA. This provides heavy fire on the gate. If the gate is still important (eg. those leading into Ares Prime) it should also host advanced gunships.

Within the system cruisers like the Deimos might be on patrol and individual stations usually have guards.

To break through this sort of defense requires either more ships than the turrets can stop or something that can tank the defenses long enough to kill them. The Phobos epitomizes the latter incarnation of this role, but the Dragon Slaver and Xenophobe Worldship are other good examples in Vanilla. The CW doesn't have such a ship, but it does have the Britannia. The Britannia can drop through the gate and spam fire and forget missiles with similar range to Ares turrets.

For in-system fighting the roles we identified are cruiser, bomber, space superiority gunship, and heavy gunship. Cruisers are the common capital ships like the Deimos, Aquila, Xenophobe Defender, and Earth Slaver. Bombers are specialized station killers like the Cometfall and Sigyn. Space superiority gunships are designed to kill other gunships. Most of the crapp gunships fall into this category along with the Chasm. The heavy gunships are capship handlers. Currently the only viable ones in vanilla are the Tundra and Steel Slaver (the latter less because they can punch above their weight than because they can hack enemy weapons).

The Ares have the most complete fleet, lacking only a canonical heavy fortress. The CW has a mostly complete defensive lineup, but lack a heavy gunship that works. Thanks largely to the radius fragment bug the Britannia is only able to function in the space superiority and forlorn hope roles.

There's a whole bunch of stuff Wolfy put together to flesh out the fleet for TSB, but it makes it less carrier-centric which is inappropriate for a CSC based RTS. What I would do is redesign the Britannia into a pure space superiority platform* like the Chasm and either introduce a new missile ship or a Sigyn refit using M2s or Gothas in addition to the Athena as a fast plasma cannon platform.

* something like the Valkyrie Frigate from Star Craft: something that volleys explosive missiles that don't do lots of damage to small targets but not much to capital ships. If XM-900s remain buggy they're a candidate, otherwise the KM-550 would work.
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JohnBWatson wrote:After rereading the OP, I don't think we'll be arming each unit individually. As I understand it, units will have a resource cost and an unlock requirement in the tech tree. Some units, like the Centurion, could be upgraded individually to other variants, and privateers would likely have randomized loadouts, but I think that will be the extent of it. Manually equipping every ship in the fleet would be tedious, and would eliminate the main benefit of different ship classes(why buy a Britannia when you can simply change the loadout of the smaller and cheaper Wolfen gunship?).
Pity, despite the complexity getting out of hand. But that means we'd have to mass-produce or buy in bulk to outfit anything.
JohnBWatson wrote:
Also, it seems to me that the black market wouldn't want to miss such a profitable opportunity either. Are they going to at be a significant force in the outer realm or just stay in their cozy hideouts back around St. Katharine's?
On one hand, they could add some interesting interactions. On the other, their only gunship is badly outclassed by everything else in the region. A single Britannia or Chasm could take on one of their stations singlehandedly.
Then their stations should receive weapons/armor proportionate to the system level to handle threats. The gunship should either get the same or be replaced by an elite version that only patrols the dangerous outer realm systems. To explain why the elite doesn't appear back in Rigel, consider that they wouldn't waste hard-to-produce ships guarding areas where the CW leaves them alone and there are no major factions out to get them.
Atarlost wrote:Let's take the Ares for our example of stargate defense. Every border facing stargate should have a ring of turrets around it. Possibly those parallel to the border as well. For important gates (eg. in Ares Prime and any other critical system and, if the border ever stabilized in a cold war situation, those that crossed the border at that time) there should be something like an outpost a bit beyond the range of the CW's fire and forget missiles, but armed with a Hecates Cannon or Micronuke Cannon or APA. This provides heavy fire on the gate. If the gate is still important (eg. those leading into Ares Prime) it should also host advanced gunships.
I briefly considered that concept for a challenge mod. It would certainly make system advancement more risky. You had better be really fast or have the best freaking shield/armor/weapons available to your tech level, or you're going to lose a couple of pilots every time you have to do a blockade run. (Although, considering the DPS of said Ares stuff, it's going to be nasty trying to get a slow-moving CSC through.)
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catfighter wrote:if the super-wolfen employs my strategy of slow weaving with a slight drift while omni-firing backwards then it can quite easily lose any ship with the same or lesser speed.
Here is a geometrical proof of why that is impossible.
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Start with our two Wolfens in space

A is the Advanced-Wolfen
B is the Bad-Wolfen
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Let's define the origin as the position of Wolfen A
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Add in the velocity vectors

The Green Arrow is the velocity vector of the Advanced-Wolfen
The Blue Arrow is the velocity vector of Bad-Wolfen
The Red Arrow is the relative velocity vector of the Bad-Wolfen

Image

Note that the scaling of each velocity vector is irrelevant - this has the same meaning as the same as the previous image

Image

The motion of Wolfen-A along the Green Arrow can be interpreted as Wolfen-B moving away with an equal and opposite velocity.

Image

As the animation demonstrates, the Red Arrow never points outside the circle, meaning Wolfen B always closes distance with Wolfen A.

Image

For comparison, here is the pursuit pattern mentioned in the previous post.

Given that the Wolfen-A has the same max speed as Wolfen-B, it can never escape.

Will try to finish and post an alternate proof as well.
Atarlost wrote:The Brit could be explained away as corporate wellfare if the same manufacturer didn't also produce the Wolfen, but unless it's buffed in a way that cannot be duplicated it stands as proof that someone in procurement is not merely corrupt but stupid.
The Britannia- & Centurion-class are heavy gunships, designed to carry far heavier loadouts than a light gunship like the Wolfen-class.

The Britannia has a canonical thrust of 1080 (9*120), compared to the Wolfen @ 390 (13*30), almost three times greater. It can carry a heavy strike loadout such as a NAMI Heavy + 100 M5s + Hyperion + R9 + IM90 + 4x P450 Hexphase (129 t) without being overburdened and losing precious linear and angular acceleration.

Resulting thrust ratio of Britannia: 1080 / (120+129) = 4.3
vs
Wolfen: 390 / (30+129) = 2.5

Manueverability is survivability for a gunship, because they cannot tank capital grade weapons like the APA, and must carefully dogfight other gunships to keep them out of their rear blind spot.

---

This could make for an interesting mission - Meet with corporate representatives from Pacific Defense, Rasiermesser, Makeyev for an operational evaluation of the various proposed next-gen gunships.

Get issued a Freyr, Constellation, Manticore, Britannia, and some other prototype devices for evaluation purposes, such as a new auton, missile or the Makeyev heavy cruiser.

Destroy a few static targets.

Suddenly be ambushed by some enemy faction, causing the Corporate execs take their cruiser and flee, leaving the player to fend off the attack with the demo units and prototypes.

At the end, let the player decide which gunship the Fleet should order.
JohnBWatson wrote: My best explanation for this is that either the player has somehow modified their ship to be more versatile than NPC ships or the player purchased a more easily modified variant of the ships(more on that lower down).
Any modification the player could make, NPCs could make; any ship the player can have, NPCs can have.
JohnBWatson wrote: In late game, some defensive ships are outright detrimental. The Ronin series and the Wolfens rarely even damage the targets due to the disparity in damage types, they die almost instantly, and they get in the way of more competent defenders.
The basic dual turbolaser + NAMI launcher + class II configuration of the Wolfen is roughly equivalent to a Wind Slaver, Xenophobe Fighter, Ranx Gunship, or Sandstorm-class, and is more than capable of defending against them.
JohnBWatson wrote: Then surely it wouldn't be worth the extra cost to make it possible to refit these ships. Versatility is expensive.
Spaceframes are cheap. The previous calculations were 3000 for a modular Wolfen spaceframe with integrated drive and reactor, a small fraction of the cost of its equipment (3500+1000+2400=6900) and a miniscule fraction of its total operating cost including repairs, ammo and fuel. Saving one or two thousand on the spaceframe only makes sense if the ship is disposable.

In comparison, there are many excellent reasons for modular construction. One is ease of assembling different configurations at the factory.

Notice the plural. Each spaceframe will have various factory configurations, the Ronin/ABC series are different, mass-produced models that all use the same spaceframe. There is no canonical difference between them except their devices. As such, it is easier to mass-produce the spaceframe and fit devices later. Consider this the equivalent of automobile dealers offering various customization options at the time of purchase.
JohnBWatson wrote: While this is not seen in gameplay, I'd like it to be. Once ship changing is implemented(the starting ships would likely be too weak to survive the Outer Realm with this change), weapon slots could be designated as light, medium, heavy, and superheavy, with matching designations for weaponry. For example, a light slot could mount a single fire weapon like the Tev9, a medium slot could mount dual weapons as well, a heavy slot could mount howitzers and the NAMI heavy, and a superheavy slot could mount weapons that currently take two slots, such as the APA.
I cannot recommend replacing the existing gunship configuration system with this; The KISS principle is a major strength of Transcendence's ship upgrade system.

This could the basis of a capital ship customization system though, for outfitting Aquila-class cruisers and CSC America. Have a true equipment slot system that allows one to specify which compartment or turret each device is installed, giving each ship compartment or turret different characteristics such as interior HP, fireArc or number of slots.
JohnBWatson wrote:Escorting a freighter 10 times costs, according to your estimates, 18000 credits. Losing a freighter costs more. It simply makes sense to arm and armor them better.
This is a fallacy.

Whether freighters need protection was never in question, only whether escorts or self-defense upgrades are more cost-effective.
JohnBWatson wrote: This points to the possibility that modifying the loadouts of ships is possible for everyone, but that begs the question of why so few people use it. If it is as unnecessary for the general population as you suggest, there would be no market incentive to build all those weapon and armor storefronts.
Most sane captains limit upgrades to one or two components. Anything greater and it would have been smarter to just buy a better ship to begin with. Only pilgrims try to completely overhaul their ship multiple times.
JohnBWatson wrote: Especially considering the escorts are not Korolov property.
Neither are the freighters.
JohnBWatson wrote:The only ships shown to be custom are those of the player, the player's persistent wingmen, the gladiators in the Arena, and the other privateer they encounter.
Notwithstanding Manticores with their mix-and-match loadouts, the Korolov Charon Buster variants and all autons.
JohnBWatson wrote:... gladiators can earn enough money to refit their ship before killed(or at least they hope they can, the lower tier gladiators are likely desperate enough not to care) ...
This raises numerous questions: Do gladiators buy a modular ship just to fight? Or do only those with modular ships become gladiators? Why are there no gladiators without modular ships?

---

What friendly stations could the Fleet even raid in the Outer Realm? Out of the Commonwealth's allies in the Outer Realm, the Ringers and Taikon Ventures would not tolerate attacks and will shoot back with level 10 weaponry. This pretty much leaves only the Teratons and Commonwealth settlements.
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If Transcendence has roguelike elements, perhaps CSC America could have 4X elements.

Code: Select all

Faction Relations - Each Outer Realm faction has a disposition indicating their default behavior towards the player

Best
Alliance - Defend and assist
Alliance - Trade
Neutral - Return fire
Neutral - Non-aggression (Permanent truce)
Neutral - Ceasefire (Temporary truce)
Hostile - Shoot on sight
Hostile - Search and destroy
Worst

Faction relations appear in the menu screen as they are encountered.

Actions like raiding or indiscriminately targeting civilian ships and stations greatly affect relations with that faction

Ringer Collective: Alliance
Teratons: Alliance
Commonwealth Outer Realm colonies: Alliance

Corporate Hierarchy
Rasiermesser: Alliance
Makeyev-Energia: Alliance
Honoku-Tomashi (Bushido): Alliance
Pacifica: Alliance
NAMI: Alliance
EI: Alliance
Taikon Ventures: Alliance

Commonwealth Fleet
CSC Terra (1st Fleet): Alliance
CSC Antarctica (7th Fleet): Alliance
CSC India (3rd Fleet): Alliance
CSC Pacifica (5th Fleet): Alliance
CSC Asia (6th Fleet): Alliance
CSC Europa (4th Fleet): Alliance
CSC America (2nd Fleet)
CSC Atlantica (8th Fleet): Alliance
CSC Sahara: Alliance
CSC Artica: Alliance

The Ares also have their own set of allies and enemies, which can be exploited to the player's advantage.

For example, the player could attempt to negotiate an alliance with the Ranx and have them to declare war against the Ares.

Ares Orthodoxy: Hostile - Aggressor

Kobol Warlords: Hostile
Luminous: Hostile
Xenophobes: Hostile - Aggressor
Ranx Empire: Hostile - Shoot on sight
Ventari Settlers: Hostile - Shoot on sight
Rogue Fleet: Hostile - Shoot on sight

Iocrym: ?

Corporate Command factions

TSB factions

New factions introduced by CSC America

...
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Atarlost wrote: Let's take the Ares for our example of stargate defense. Every border facing stargate should have a ring of turrets around it. Possibly those parallel to the border as well. For important gates (eg. in Ares Prime and any other critical system and, if the border ever stabilized in a cold war situation, those that crossed the border at that time) there should be something like an outpost a bit beyond the range of the CW's fire and forget missiles, but armed with a Hecates Cannon or Micronuke Cannon or APA. This provides heavy fire on the gate. If the gate is still important (eg. those leading into Ares Prime) it should also host advanced gunships...
Aside from that being largely incompatible with vanilla gameplay, the Sung, Xenophobes, and Charon are not conventional armies. The Sung are slavers in something of a cold war with the CW, not taking too many slaves from the greater powers for fear of retaliation. The Xenophobes are largely unknown at this point, but their worldships appear to be their population centers, and they seem to operate as raiders based on their cargo and their tendency to destroy CW stations. The Charon are pirates, and are confirmed to have risen up due to a lack of diligence and oversight in the New Beyond.
Within the system cruisers like the Deimos might be on patrol and individual stations usually have guards.
I like the idea of patrolling ships. If the AI figures out how to reliably avoid stations, It would make the vanilla game more interesting as well. Imagine encountering a Deimos or Phobos on patrol, away from any stations.
To break through this sort of defense requires either more ships than the turrets can stop or something that can tank the defenses long enough to kill them. The Phobos epitomizes the latter incarnation of this role, but the Dragon Slaver and Xenophobe Worldship are other good examples in Vanilla. The CW doesn't have such a ship, but it does have the Britannia. The Britannia can drop through the gate and spam fire and forget missiles with similar range to Ares turrets.


Aquilae can do this as well. I've tested it, and two can level a commune with no casualties simply by charging in.
For in-system fighting the roles we identified are cruiser, bomber, space superiority gunship, and heavy gunship. Cruisers are the common capital ships like the Deimos, Aquila, Xenophobe Defender, and Earth Slaver. Bombers are specialized station killers like the Cometfall and Sigyn. Space superiority gunships are designed to kill other gunships. Most of the crapp gunships fall into this category along with the Chasm. The heavy gunships are capship handlers. Currently the only viable ones in vanilla are the Tundra and Steel Slaver (the latter less because they can punch above their weight than because they can hack enemy weapons).

The Ares have the most complete fleet, lacking only a canonical heavy fortress. The CW has a mostly complete defensive lineup, but lack a heavy gunship that works. Thanks largely to the radius fragment bug the Britannia is only able to function in the space superiority and forlorn hope roles.
The Brit can easily kill Communes and quickly raze defenses. I've used it for that in - game.

Against capital ships, it can work(I know you'll object to this, but there's a reason CSCs give you some when sending you against one). It's largely an AI problem that keeps them from serving in this role. They would, however, be much more justifiable as gunships if they had a swivel mount for the KSC, so as to explain why the fleet did not simply attach missile pods to Centurion X class gunships.

Any modification the player could make, NPCs could make; any ship the player can have, NPCs can have.
You seem to have skipped over my entire post. People buy things that suit their needs.

Think of it this way: the stock gunships are Windows, the customizable ones Linux. Most people use their computers for work in Excel and Word, and browsing on the internet. Windows can do all of these things, and has an interface that makes it easy to get started.

Linux, however, does have tasks that it is suited for. While the ordinary consumer will not buy it, having no need for the additional capability that is great enough to justify getting past the more difficult to use interface, some people and companies, such as those that require dedicated servers or desire a very powerful system, are willing to put in the additional effort, believing it will pay off in the long run.

Similarly, station guards, escort ships, and the vast majority of individual gunship owners have no need for a gunship that can be modified to fight in higher level systems. After all, they rarely if ever leave their home region. Pilgrims, mercenaries, privateers, and gladiators, however, would not survive without a modifiable gunship. Juan certainly wouldn't stand a chance against the Sandstorms if he had the stock turbolaser instead of his Omni Tev9.
The basic dual turbolaser + NAMI launcher + class II configuration of the Wolfen is roughly equivalent to a Wind Slaver, Xenophobe Fighter, Ranx Gunship, or Sandstorm-class, and is more than capable of defending against them.
Sandstorms rarely show up alone. Xenophobe fighters never show up alone.
Spaceframes are cheap. The previous calculations were 3000 for a modular Wolfen spaceframe with integrated drive and reactor, a small fraction of the cost of its equipment (3500+1000+2400=6900) and a miniscule fraction of its total operating cost including repairs, ammo and fuel. Saving one or two thousand on the spaceframe only makes sense if the ship is disposable.

In comparison, there are many excellent reasons for modular construction. One is ease of assembling different configurations at the factory.

Notice the plural. Each spaceframe will have various factory configurations, the Ronin/ABC series are different, mass-produced models that all use the same spaceframe. There is no canonical difference between them except their devices. As such, it is easier to mass-produce the spaceframe and fit devices later. Consider this the equivalent of automobile dealers offering various customization options at the time of purchase.
You fail to understand my point, and contradict yourself in the process. A corporation manufactures many ships of a certain class. If, as you claim, the vast(vast, vast) majority of consumers do not have any desire or need for adaptable gunships, the cost of making it possible to refit these gunships is going to far outweigh the additional revenue that could be gained by doing so.

The Ronin A, B, and C only reinforce my argument. While they have the same overall spaceframe, their interiors are built for different roles. The A is built for light escort duty, the B as a support gunship, and the C as a strike fighter. Making them the same inside as well as out is inefficient and costly. The A only requires one weapon, and thus has no need for the electronics that would be required for a second weapon mount, or, for that matter, a shield mount.

Think of this like the F35 A, B, and C. The airframe is the same, but they are manufactured for different roles, and the systems that would not be needed for the role of one of the aircraft are left out of that variant.

Back to the Wolfen. Every Wolfen in the game aside from the player's and Volkov's has only two weapons mounted, and no non - shield devices. Building the ability to attach devices onto every Wolfen would have a massive and unjustifiable cost to the company. In addition, the player's Wolfen starts out fielding a dual laser, rather than a dual turbolaser. If the system works as you describe it, either the player consciously chose to downgrade their ship, every other Wolfen pilot in the game chose to upgrade to the exact same weapon, or there is an entire class of Wolfens fielding dual lasers, and the player simple never encounters a single one by pure coincidence.

The much more logical conclusion is that there are variants of these ships that feature the ability to modify the loadout, which are marketed to and used by groups that require such capabilities. The poorer starting configurations of the player ships reinforces this: the ships are marketed to people who believe their lucrative but dangerous professions will allow them to upgrade their ship.
I cannot recommend replacing the existing gunship configuration system with this; The KISS principle is a major strength of Transcendence's ship upgrade system.
It would provide a good reason why the Ranx did not did not design their Dreadnoughts with 3 kiloton mounts.
Whether freighters need protection was never in question, only whether escorts or self-defense upgrades are more cost-effective.
Were freighters customizable, self defense upgrades would be more cost - effective. However, the heavier freighters are never seen in independent hands, and were likely built before the current generation of threats appeared. It is more likely than not that they are not built to be modified. Thus, the escorts.
Most sane captains limit upgrades to one or two components. Anything greater and it would have been smarter to just buy a better ship to begin with. Only pilgrims try to completely overhaul their ship multiple times.
The only people ever seen with modified ships are those whose ships have been completely and thoroughly rebuilt in terms of weaponry, shields, and components.
Neither are the freighters.
Fair point, but they're likely corporate property in some way or another.
Notwithstanding Manticores with their mix-and-match loadouts, the Korolov Charon Buster variants and all autons.
Autons themselves are something of a black sheep no matter how you look at them. The player's the only one who ever uses any, and(unless it's been fixed) some of them sell for less than their individual components.

The manufacturer of the Manticore may have a different corporate strategy than the other companies. It is, after all, the only ship with so many different loadouts.
This raises numerous questions: Do gladiators buy a modular ship just to fight?
Yes. Do you consider buying a new ship a more drastic decision than engaging in bloodsport?
Why are there no gladiators without modular ships?
A stock ship would fare poorly in the Arena at the higher levels. Those entering the Arena believe that they have at least a faint hope of making it to those levels, otherwise they'd have saved themselves the trouble and simply lept out of the airlock.
What friendly stations could the Fleet even raid in the Outer Realm? Out of the Commonwealth's allies in the Outer Realm, the Ringers and Taikon Ventures would not tolerate attacks and will shoot back with level 10 weaponry. This pretty much leaves only the Teratons and Commonwealth settlements.
The Teratons are a fairly obvious target, as you mentioned. They have no ranged defenses and no alliances to speak of, so so long as you have enough Brits or Aquilae, you can raid them with impunity.

Commonwealth settlements seem to be what George was getting at, though. Corporate arms factories are also a possibility, as are Ferians. Indeed, Ferians would likely be the main target of raids, due to the Fleet's Petranacium requirements, which will come into jeopardy as their supply of Rin falls.

Ringers are the Fleet's fuel suppliers. Should the player find an alternate source of fuel, they would be a viable target, though they are difficult to crack. Direct engagement with a CSC or group of Aquilae could do them in.

Taikon Ventures has a high level weapon, but it isn't very long ranged or powerful, and has no WMD. A single Aquila could probably take them, as could a squadron of Britannias operating at maximum range and using their missile pods on defenders.

The OP suggests we will be able to mine. I wonder how we'll get mining ships? Do CSCs have the facilities to construct Borers as they do with the other ships they field?

Also, I think everyone would like to know what those Rogue Fleet Settlements used to be. They aren't haphazardly built and they share Fleet design conventions, implying that they were originally in the hands of the Fleet.

How did the Fleet lose them all? Did they lose them all, or are the friendly ones simply not seen in game? What was their purpose? Given that they are armed with KSCs, they must've been built somewhat recently.
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Atarlost
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JohnBWatson wrote:
Atarlost wrote: Let's take the Ares for our example of stargate defense. Every border facing stargate should have a ring of turrets around it. Possibly those parallel to the border as well. For important gates (eg. in Ares Prime and any other critical system and, if the border ever stabilized in a cold war situation, those that crossed the border at that time) there should be something like an outpost a bit beyond the range of the CW's fire and forget missiles, but armed with a Hecates Cannon or Micronuke Cannon or APA. This provides heavy fire on the gate. If the gate is still important (eg. those leading into Ares Prime) it should also host advanced gunships...
Aside from that being largely incompatible with vanilla gameplay, the Sung, Xenophobes, and Charon are not conventional armies. The Sung are slavers in something of a cold war with the CW, not taking too many slaves from the greater powers for fear of retaliation. The Xenophobes are largely unknown at this point, but their worldships appear to be their population centers, and they seem to operate as raiders based on their cargo and their tendency to destroy CW stations. The Charon are pirates, and are confirmed to have risen up due to a lack of diligence and oversight in the New Beyond.
Even raiders need to penetrate fixed defenses and the complete absence of fixed defenses can only be excused by playability concerns (the same reason Earth is less than one AU from Sol in EP). They certainly belong in an RTS. The Pilgrim Path runs along a no man's land between the Sung, CW, Dwarg, and Ranx territories so that the game can have enemy variety, but those territories still exist and it is suicidal for them to not have at least turret networks covering their outward facing stargates.

And the claim that the Sung are not a conventional nation is absurd. They have the same sort of force mix as a conventional nation. They control territory like a conventional nation. That they engage in raiding does not make them not a nation. The Xenophobes are nontraditional, but being nomadic they have even more need for an offensively capable military.
Literally is the new Figuratively
JohnBWatson
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Atarlost wrote:
Even raiders need to penetrate fixed defenses and the complete absence of fixed defenses can only be excused by playability concerns (the same reason Earth is less than one AU from Sol in EP). They certainly belong in an RTS. The Pilgrim Path runs along a no man's land between the Sung, CW, Dwarg, and Ranx territories so that the game can have enemy variety, but those territories still exist and it is suicidal for them to not have at least turret networks covering their outward facing stargates.
Turrets are only ever found around starbases. There can be many reasons for this, from the fact that they are apparently unmanned, and thus need a control source, to the fact that they require energy, and are typically without much room for fuel and the like. In addition, maintenance at a great distance from a star base would be quite difficult, and constructing a facility in close proximity to a gate all but guarantees it will be destroyed before construction is completed.

In addition, despite all of the above stated disadvantages, turrets hold no real advantage over conventional ships.

As Ares stations, aside from their lightly armed outposts, have no weapons, there is no real benefit to building them next to stargates. I understand why it would seem like there is, as, in vanilla, ships typically orbit their bases and don't do much else, but a station can send its guard complement to a gate in the case of an attack.

Now, at the outskirts of capital systems I could expect an outpost and some turrets next to a gate, due to the lack of any immediate threat that could interfere with construction. Anything more than that pushes the limits of suspension of disbelief.
And the claim that the Sung are not a conventional nation is absurd. They have the same sort of force mix as a conventional nation. They control territory like a conventional nation. That they engage in raiding does not make them not a nation.


No, perhaps, no, and no. The Sung's entire economy is dependent on raiding. They do not control territory, as shown by the presence of militia bases, CW metropolises, and even Huari strongholds in the same systems as their own citadels. If they had their systems to themselves, they could not continue to exist, and they are therefore not a nation in the conventional sense. Furthermore, they go to great lengths not to provoke the CW and CH, and assaulting their capital or actively trying to deny them territory would jeopardize that.
The Xenophobes are nontraditional, but being nomadic they have even more need for an offensively capable military.
Unless there's some lore on the Xenophobes that I've missed, we don't even know how they built their ships, let alone how their society works. Even so, given that they're immune to the only turret fielded by the CW and anything short of one of their arks would be torn apart by a handful of Tundras or Brits, I don't think conventional military strategy would work well for them.
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SolarGalaxy
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From the Athena Gunship thread, George said:
CSC America will introduce a couple of new Fleet ship classes, and I'd like to solicit some ideas for one of them.
So if there will be other gunships can we have a missileship like the Praetorian? Obviously it'll have to be renamed and remodeled, but the Praetorian was already effective against Ares swarms with its M2 NAMI Heavy and omni Tev 9. The new design could be reminiscent of it.

Also will we see the CW Plasma ship from Wolfy's TSB? Some people were suggesting that the Athena should have a plasma cannon and it reminded me of Wolfy's ship.
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As far as I know, the lore says that the Sung IS an enemy of the CW, and they do not try to hide/fix this. They're open terrorists. The CW simply have no resources to actively hunt them down, since the Sung: 1. have large networks. 2. Conquered the Huari empire, giving them tremendous manpower and processing power, in the form of slaves and biocomputers. 3. IIRC, the Sung does have systems of their own, which aren't included in the pilgrimage path. They can of course continue existing, as they can: 1. Continue raiding in other systems. 2. Trade slaves for profit. The BM offer a great price for slaves, and surely other factions do so. 3. Use their slaves for labour, producing lots of products, and 4. Use their slaves as biocomputers, producing technologies and information management at low cost and high efficiency. They could, say, offer cloud pirate servers for independent stations/small time pirates, and profit. (A joke, of course.)

As of turrets, I wouldn't burden too much real-world constraints on them, since turrets in space is pretty unreasonable. Unless they have retrothrusters, or are all equipped with an Inertialess Drive, they're gonna drift when they fire/are fired upon. In fact, considering only the game's mechanics and balance, Stargates defenses sounds pretty reasonable to me, at least in key systems. Turrets in Transcendence have advantage over ships in that they are free from recoil/inertial/momentum. And they can aim in any directions immediately, like an omni weapon.

And about the NPC ships, I think the most reasonable answer is that all ships are customizable, but the common NPCs simply do not see customizing their ships as worth the money. The Ronin series is old, and no longer manufactured, IIRC. It is surely very old. I'd say the standard for an advanced human civilization would call for almost everything to be customizable, and the factories wouldn't find this too much of a problem. Even right now we can have customizable versions of almost everything with barely more cost.

The F35 as used as an example, is a top class high tech military fighter, which is not, as far as I know, mass-produced. It's more like ordered for each need, and manufactured only as ordered. That would make it cheaper to build it uncustomisable, and build different versions for each required role.

For a ship class to be mass produced, a customizable main hull would be much cheaper to manufacture, and later equipped to different roles. I think for mass-produced products it's cheaper to make the main thing customizable and add in the details later, than to build each variant fixed and from scratch.
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They're open terrorists.


A terrorist is one who uses violence to force political change. The Sung are the opposite of this. They avoid taking slaves from the major powers(CW and CH) in order to avoid forcing political change(in the form of an Aquila squadron or corporate cruiser razing their entire civilization). I believe that is, sourced directly from George, though I could be misremembering.
The CW simply have no resources to actively hunt them down, since the Sung: 1. have large networks. 2. Conquered the Huari empire, giving them tremendous manpower and processing power, in the form of slaves and biocomputers.


The Sung have not conquered the Huari, they have simply destroyed them through relying on them for slaves. The Commonwealth indeed has the resources to annihilate the Sung completely, they simply lack the motivation to do so(indeed, there is talk of pulling back the fleet to fight[and presumable eradicate, given the power differential] the Sung slavers).
2. Trade slaves for profit. The BM offer a great price for slaves, and surely other factions do so.
Nope, just the BM. Physical labor is practically obsolete in the modern age, what makes you think it will be less so later on?

The reason the Syndikat buys slaves isn't labor, is what I'm getting at. It's something vastly more horrific.
3. Use their slaves for labour, producing lots of products,


Automation has already made unskilled physical labor all but obsolete.
As of turrets, I wouldn't burden too much real-world constraints on them, since turrets in space is pretty unreasonable. Unless they have retrothrusters, or are all equipped with an Inertialess Drive, they're gonna drift when they fire/are fired upon.


None of them have weapons with recoil. How they avoid drifting when shot(and, for that matter, how stations do the same) is something of a mystery, but considering any weapon powerful enough to knock them back would destroy them anyways, it's not particularly relevant.
And about the NPC ships, I think the most reasonable answer is that all ships are customizable, but the common NPCs simply do not see customizing their ships as worth the money. The Ronin series is old, and no longer manufactured, IIRC. It is surely very old. I'd say the standard for an advanced human civilization would call for almost everything to be customizable, and the factories wouldn't find this too much of a problem. Even right now we can have customizable versions of almost everything with barely more cost.
Not really. There's a reason people buy the virtually impossible to modify laptops and Ipads rather than desktops. When you introduce customization, you sacrifice something else, be it compact size, cost, or usability.
For a ship class to be mass produced, a customizable main hull would be much cheaper to manufacture, and later equipped to different roles. I think for mass-produced products it's cheaper to make the main thing customizable and add in the details later, than to build each variant fixed and from scratch.
I'll provide an example of what I mean, based upon the Ronin gunship.

There are 4 known variants of the Ronin. The ultra - light A, the moderately capable B, and the advanced C, as well as Jenna's Ronin and those fielded by gladiators(while their hulls are listed as one of the A/B/Cs, this has no effect on their loadout.)

The outer frames are identical, as are many of the components, such as the engine and cockpit. However, the A class has no need for the systems required for a launcher hardpoint, nor does it need a shield generator. Including these would thus be an unjustifiable cost to the manufacturer. Similarly, the default reactors for the A and B would be less powerful than that of the C. As cost of reactors increases exponentially with power output, including a built in reactor with higher than needed output is similarly inefficient.

Now, for the customizable variant. The systems required to allow regular replacement of the ship's reactor, weapons, and shield would no doubt be expensive. While it's fairly easy to build a frame that can later be filled out with different sets of components, making it quick and easy to replace those components is something else entirely, and much more difficult. It makes no sense to spend money on adding this capability to the three other variants, as it would never be used.

Also, can we canonize the Parallax Worlds mod? Planets that block weapon fire create some glitches and exploits in the vanilla game, but in CSC America parking one's carrier on a planet would be outright gamebreaking.
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sun1404
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As I said, I believe the Sung were not portrayed as attempting to avoid taking slaves from anyone. The reason why no one already do something about them, is that the only faction that can and have any solid reason to, that is, the CW, already have their resources taken up by something more pressing, which is the Ares war. The Fleet is the only CW military power capable of destroying the Sung. The militia field mostly particle weapons, and poor shields and devices. They're also largely taken up in their fight with the pirates. The Sung have: 1. The fastest fighter in the game, though very fragile. 2. Cyber attacks. 3. Tremendous amount of particle weapons. 4. The Earth Slaver, which can deal some unexpected amount of damage with their multiple omni particles, and the cursed launcher. 5. Their flagship, the Dragon Slaver, with the super weapon at a level unparalleled by anything the CW have except the Lamplighter, which is only perfected near the endgame. Protected by a fleet of the smaller ships, the Dragon Slaver can quickly destroy anything the CW (excluding the Fleet) can send against them.

And yes, by conquered I mean they took the Huari as Slaves, leaving only a handful of stations as the survivors of the once-star-systems-panning empire. And they later destroyed that last pocket, if the player fail to protect it.

The BM uses slaves for any reason, other factions may have the same incentive. And physical labour in the form of slaves may not be obsolete. It may not be as efficient as machine, but it's cheaper, in small scale at least. And also, the slaves can be used as biocomputers, as shown in the Huari quest line.
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