Post by Ixalite on Sept 7, 2015 8:34:01 GMT
Some of you may have seen my recent ship, the "Rodina" class frigate. Along similar lines, I have been working off and on these past few weeks to finish another rails-compatible RP warship. This ship, name and class as yet undecided, is being designed from the hull inward to contain every RP amenity desirable for a frigate class vessel, including many that are not as yet in common use.
To match the lore (and the probable balance measures I plan to enact on the next iteration of the server) the ship's primary armament for extreme range is a set of four warhead armed torpedoes. By the balance currently running on the test server, not only is a single one of these more than a match for a ship of this size, but it is the ONLY weapon capable of destroying such a ship in a single hit. Sadly, since AI sill lack a ramming mode, they remain short ranged dumb-fire weapons. I have created a prototype smart torpedo with remote arming, push drive, and AI guidance, but it is too large to use with these tubes. If necessary, a refit may be arranged.
In the current state, the torpedo tubes have rail-moved internal armored doors and three reloads.
Speaking of armored doors, here are the doors to the reactor compartments.
Within each is a docked power-supply reactor. The current plan remains for most power for ships above fighters and corvettes to be supplied by several docked power supplies. This ship carries four, and has enough generator blocks on-board for some basic functionality if they are disabled or removed. You should avoid being shot here.
The secondary armament is a dorsal and ventral heavy cannon turret (cannon + Pulse). As of my writing this, they are precisely tuned to destroy a single block of armor per shot, which is REALLY hard hitting for this mod. They will reliably travel completely through fighters and corvettes, and wreak havoc on anything without armor.
The final weapons are a pair of more traditional autocannon, well suited either for anti-fighter or anti missile roles.
In keeping with the aforementioned primacy of armor as the defensive measure, the ship comes equipped with armored exterior hatches rather than traditional plex-doors. Internal hatches are, of course, plex doors.
The ship is laid out internally with three decks and the forward observation/pilot house. These can be accessed by both stairs (forward) and a pair of elevators (aft).
Additional features include:
Push-Drive engines, with coil thruster afterburners.
Hotbar access to the push drive engines.
Variable clock speed interface for the engines.
Slow but functional jump drive.
Cruising speed of nearly 15m/s under push drive (fast for a capital ship)
Boost speed over 25m/s
Inter-deck spaces filled with ductwork and pipes
Engine firing animation (matches varied engine clock speed)
Planned features: Escape pod/landing shuttle.
The suggested OOC combat role for this ship will be as a long-range torpedo sniper and capital class escort. The heavy turrets excel at destroying unarmored targets, while the side turrets provide adequate close-range protection. I know that 15m/s is very slow compared with what you may be used to, but this is entirely due to the enormous weight of armor she is carying. By switching out all advanced armor for medium, she could probably do 40-50 no problem. According to the little bit of combat testing I have done however, you REALLY don't want to be in a ship armed with nukes unless they are fully protected by at least one layer of advanced armor. This ship is a tank, not a motorcycle.
Things I am waiting on to launch the server:
Stable/reliable game state
EXCLUSIVE use of shipyards for construction (option to eliminate advanced build mode serverwide)
AI improvements.
If anyone has any suggestions for this or other ships, or for the mods I have and am making to the game, please let me know! Good hunting.
To match the lore (and the probable balance measures I plan to enact on the next iteration of the server) the ship's primary armament for extreme range is a set of four warhead armed torpedoes. By the balance currently running on the test server, not only is a single one of these more than a match for a ship of this size, but it is the ONLY weapon capable of destroying such a ship in a single hit. Sadly, since AI sill lack a ramming mode, they remain short ranged dumb-fire weapons. I have created a prototype smart torpedo with remote arming, push drive, and AI guidance, but it is too large to use with these tubes. If necessary, a refit may be arranged.
In the current state, the torpedo tubes have rail-moved internal armored doors and three reloads.
Speaking of armored doors, here are the doors to the reactor compartments.
Within each is a docked power-supply reactor. The current plan remains for most power for ships above fighters and corvettes to be supplied by several docked power supplies. This ship carries four, and has enough generator blocks on-board for some basic functionality if they are disabled or removed. You should avoid being shot here.
The secondary armament is a dorsal and ventral heavy cannon turret (cannon + Pulse). As of my writing this, they are precisely tuned to destroy a single block of armor per shot, which is REALLY hard hitting for this mod. They will reliably travel completely through fighters and corvettes, and wreak havoc on anything without armor.
The final weapons are a pair of more traditional autocannon, well suited either for anti-fighter or anti missile roles.
In keeping with the aforementioned primacy of armor as the defensive measure, the ship comes equipped with armored exterior hatches rather than traditional plex-doors. Internal hatches are, of course, plex doors.
The ship is laid out internally with three decks and the forward observation/pilot house. These can be accessed by both stairs (forward) and a pair of elevators (aft).
Additional features include:
Push-Drive engines, with coil thruster afterburners.
Hotbar access to the push drive engines.
Variable clock speed interface for the engines.
Slow but functional jump drive.
Cruising speed of nearly 15m/s under push drive (fast for a capital ship)
Boost speed over 25m/s
Inter-deck spaces filled with ductwork and pipes
Engine firing animation (matches varied engine clock speed)
Planned features: Escape pod/landing shuttle.
The suggested OOC combat role for this ship will be as a long-range torpedo sniper and capital class escort. The heavy turrets excel at destroying unarmored targets, while the side turrets provide adequate close-range protection. I know that 15m/s is very slow compared with what you may be used to, but this is entirely due to the enormous weight of armor she is carying. By switching out all advanced armor for medium, she could probably do 40-50 no problem. According to the little bit of combat testing I have done however, you REALLY don't want to be in a ship armed with nukes unless they are fully protected by at least one layer of advanced armor. This ship is a tank, not a motorcycle.
Things I am waiting on to launch the server:
Stable/reliable game state
EXCLUSIVE use of shipyards for construction (option to eliminate advanced build mode serverwide)
AI improvements.
If anyone has any suggestions for this or other ships, or for the mods I have and am making to the game, please let me know! Good hunting.