The Problem with Capital ships

ratfeast

Space Marshal
Apr 11, 2016
654
1,880
2,500
RSI Handle
ratfeast
Heres how you take a capital ship:
1: Send in initial fighter screen to give the Cap gunners something to shoot at. (hornets are tanky and would do well at this)
2: Send in a spread out group of E-war ships to quietly slip in close (With a ghost each for escort to keep sigs low)
3: Pop the EMPs as a group of Retaliators start their bombing run.
4:Tucked right behind the bombers are a few Cats that are full of dragonflies. Turret gunners will likely focus their defensive fire on the bombers, perceiving them as the greater threat.
5: As the bombers drop their munitions, the dragonflies spew fourth and make a B line for the (hopefully) still EMP-stunned Cap ship.
6:Torpedoes hit just before our boarders arrive. The chaos inside should do a good job splitting the enemy's focus as they frantically try to respond to both emergencies. In their panic, we can establish a firm foothold on the ship and push from there.

From that point on, its up to your boarders to sweep through the ship and do whatever they can to sabotage as many of the cap's defensive systems as possible to help with the fight outside. The boarder's ultimate goal would, of course, be the bridge. Massive effect, minimal permanent damage.

/BattlePlan
I hadn't thought of EMP's, that's true. We could use Vanguard Sentenials hidden amongst the Wardens.
 
Last edited:

ratfeast

Space Marshal
Apr 11, 2016
654
1,880
2,500
RSI Handle
ratfeast
Im not sure if you are serious or not...

But in case you are serious, we have over 25 Javelins and hundreds of Idris'.
You're kidding! In that case, it doesn't matter if we lose a dozen or so in a battle. In that case we can outgun anyone! Cash some in and get battleships. Man, if you're serious, we have a huge fleet! We should take our home world from the Vanduul.
 
Last edited:

SanRacoon

Captain
Jul 2, 2016
8
25
200
RSI Handle
San-Racoon
The problem with scores of auroras is it's harder to have organization. If we stuff tons of people into a couple javelins we can better control the masses even if it is a carrier. We can have a few competent people controlling the larger ships from which the swarms of drunkards can spew forth.
Yes, THROW ME UP ON THE BATTLEFIELD! I will gladly be a part of the swarm.
 

Black Sunder

Rock Raiders
Officer
Jun 19, 2014
8,270
26,834
3,045
RSI Handle
Black_Sunder
This is what I wrote in the Rock Raiders Industry Division Codex when it came to these Capital Combat Ships(CCSs):

Capital Combat Ships
Capital Combat Ships(CCSs) are very special and different from any of the other ships listed so far. It doesn’t mean Rock Raiders won’t try to acquire them for our use but it means that any that are acquired will be deployed very carefully and in specific situations where they can be put to maximum use. CCSs are not something that can be thrown at any problem and expect a positive outcome to magically happen. They may actually be more of a liability with ships such as the Retaliator and Gladiator bombers. There is also a real possibility that a ship such as an Idris can be more easily boarded by a Prowler, Cutlass, or Redeemer because of its size. Any action taken with them will have to be carefully considered and planned.

There are also a couple considerations to take into account. First and foremost they require large crews to function with any efficiency. Ben revealed that the Idris now requires a crew of at least 37. This is a much larger requirement from the initial 10 when it was a corvette. Though is it almost assured some of those will be NPCs, Chris Roberts in an episode of 10FTC revealed that there will be a limit to the number of NPCs one player can control necessitating that a ship be crewed by many people. The second consideration is that of their initial expense and upkeep cost afterward. Fuel and maintenance may be quite expensive compared to other ships. Destruction or capture of one will hit the bottom line.

It is more likely that the deployment of CCSs will be to serve as an overall command and control ships for extremely large operations both in secure space and especially on the frontier that need capabilities beyond the normal and the coordination and data processing ability to go with it. A large fleet of Prospectors may also find use for one to coordinate multiple teams in a given system to cover every square meter of it. Bottom line, any combat capitals that Rock Raiders acquires will be used sparingly and carefully.
 
  • Like
Reactions: AstroSam

Lexicon

Captain
Aug 1, 2016
162
453
210
RSI Handle
Lexicon
This actually gives me the chance to ask a question that's been bothering me.

I have an Endeavor I plan to field as a hospital boat and mobile respawn platform. I don't know much about its requirements in terms of "how many dudes do I need in scrubs tending beds," but I can't imagine it's all that few... and I am but one dude. That's also not counting the obvious need for soldiers to keep "the injured" from rising up and stealing the ship.

I know people are going to need a mobile respawn point, but... how the fuck do I/we field this thing for ops?
 

Beerjerker

Grand Admiral
Sep 8, 2015
2,205
9,596
1,350
RSI Handle
Beerjerker
This actually gives me the chance to ask a question that's been bothering me.

I have an Endeavor I plan to field as a hospital boat and mobile respawn platform. I don't know much about its requirements in terms of "how many dudes do I need in scrubs tending beds," but I can't imagine it's all that few... and I am but one dude. That's also not counting the obvious need for soldiers to keep "the injured" from rising up and stealing the ship.

I know people are going to need a mobile respawn point, but... how the fuck do I/we field this thing for ops?
If you're worried about an enemy force doing some kind of kamikaze respawn zerg in order to take your ship, I think that kind of game exploit would be prevented by design. I doubt the injured would respawn armed and I'd bet you'll be able to choose who has permission to respawn on your ship.
As for staffing it and other high crew ships, you might need various npcs on stand by for when friendly players are not available to fill certain roles.
I'll volunteer to play doctor. My go-to prescription is more beer.
BM1507-action-main.jpg
 

ratfeast

Space Marshal
Apr 11, 2016
654
1,880
2,500
RSI Handle
ratfeast
Nope, and those numbers are only from the 400-500 people who are actually active right now, leaving another 9500 people we have not even spoken too yet.
Got you, so we don't know how many people will actually be active, huh? But that size fleet from so few!
 
Last edited:

ratfeast

Space Marshal
Apr 11, 2016
654
1,880
2,500
RSI Handle
ratfeast
Well I agree with the video all the way. I think they should only be used under specific circumstances to minimize their exposure and possibility of loss but with maximum gain to be had.
I agree absolutely! I think you would need a support fleet around them, (just the real thing)!
 
Last edited:

Thugari

Space Marshal
Mar 11, 2016
1,327
4,585
2,600
RSI Handle
Thugari
If you're worried about an enemy force doing some kind of kamikaze respawn zerg in order to take your ship, I think that kind of game exploit would be prevented by design. I doubt the injured would respawn armed and I'd bet you'll be able to choose who has permission to respawn on your ship.
As for staffing it and other high crew ships, you might need various npcs on stand by for when friendly players are not available to fill certain roles.
I'll volunteer to play doctor. My go-to prescription is more beer.
View attachment 3020
My attorney says I cant play doctor anymore
 
Forgot your password?