Myrmidon Supercruiser

Archives for ships and fleets. 'nuff said. Most of the ships here are very very old and will not work in current versions of BSF or SM. You have been warned!

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Arcalane
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Myrmidon Supercruiser

Post by Arcalane »

Humble beginnings.

Image

--

Reactors.

Image

--

Drives.

Image

--

Auxiliary Reactors.

Image

--

As of this post, the Myrmidon has 215 sections. The "width" of the vessel is starting to shape up now.

Credits so far;
RRoan for engine design/inspiration
Anna for reactor design/inspiration
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Arcalane
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Post by Arcalane »

Armoured wedge in place.

Image

Deepest section is now 235.

--

Colour phase complete.

Image

Armament theory phase begins.

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Armament and Module phase progresses smoothly. Weapons featured include 7 quad-barrel railgun batteries and roughly 20 tri-barrel cannons. Point defense is not finalized.

Image
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Da_Higg
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Post by Da_Higg »

:shock:. All I can say.
Look Up
upon reading this:
50% of people will have scrolled up
25% will have looked at their ceiling
The last 25% can now feel smug because everyone else has taken orders from a little sig box.
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Arcalane
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Post by Arcalane »

Heh. :)

Point defense grid finalized. Deflector arrays added.

Image

Time for a field test. ;)
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Aralonia
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Post by Aralonia »

Holy mother of God, that thing is amazing.

Finally, the Mephistopheles-class might be useful >_> <_<
Boba Fettuccini
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Post by Boba Fettuccini »

..it wil stand no chance againt the ship I'm working on. :twisted:
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Arcalane
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Post by Arcalane »

:roll:

I'm tweaking the armament still. It ain't done yet. Don't be so sure.
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Boba Fettuccini
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Post by Boba Fettuccini »

no amount of armament will save it now.
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Anna
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Post by Anna »

Damn, that's a nice looking ship there, Arcalane. Very nice. :D Let us know when it's done... I want to test that baby out.
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Arcalane
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Post by Arcalane »

Boba Fetuccini wrote:no amount of armament will save it now.
Take in mind, in my books, the term "armament" covers anything that isn't a section; ie, modules, guns, etc. etc.

If it comes to the crunch I can just add more deflectors and bump the Projectile Defense Fields up to Projectile Negation Arrays. :P

If you can't beat it with a ship that's similarly sized and armed in a one-on-one fight, I don't even want to hear it.
Anna wrote:Damn, that's a nice looking ship there, Arcalane. Very nice. :D Let us know when it's done... I want to test that baby out.
Like I say, I'm still tweaking the armament to pack as much firepower in as few turrets as possible. :)
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Arcalane
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Post by Arcalane »

Loadout is progressing nicely. Testing the Myrmidon in head-to-head combat.

Image

Suffice to say, Myrmidon Captains seem somewhat sparing with the weaponry unless engaging a similarly sized and armed target; the blue Myrmidon refused to employ it's plasma torpedo launchers and photon streams against a Leviathan.
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Anna
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Post by Anna »

Damn, is that how things look with surfacing on? I'm really missing out... everything looks so much cooler. :(

Oh well, I can wait until my new box arrives. That ship looks great so far, Arc.
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Post by Sran »

Holy Jesus....

That's sweet.
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Arcalane
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Post by Arcalane »

Final tweaks and nerfing of the Myrmidon's Projectile Impedance Arrays are in progress. The ROF on the Projectile Defense Fields has been halved (down to 15, from 30) to compensate for removal of 6 of the Projectile Impedance Arrays. I found two Myrmidons had no chance of harming each other due to the heavy impeder arrays, except through use of beam weaponry and the railgun barrages. In most cases the Projectile Defense Fields did not even need to fire, as incoming projectiles were simply crushed by the Projectile Impedance Arrays.

Quad railgun reload speed increased 50% (was 120, now 180) and cooldown increased by 33% (was 20, now 30) to balance.

All Tricannon turrets have had their turn rates reduced to 0.9 to prevent random traversal of their firing arcs. The Myrmidon looks a lot nicer and more organized when at rest.

Temporarily added four more deflectors to bring the count up to about 40. I may remove these entirely or alter their charge loss/recharge rates for more sane battle times. May also be moving the reactor aegis fields into the reactor columns themselves. Will probably reduce HP of reactor columns and attach boosters, making the Myrmidon vulnerable to losing reactors to plasma charges.

Added a couple more photon streams up near the nose. Also sharpened the nose with a couple of wedge sections.

EDIT: Oh, also tweaked the paint scheme a little. For the best effect, I use white as colour 1, grey/dark grey as colour 2, and a brighter "team" colour (like red or blue) as colour 3. Glow, preferably, should be black, although you could set a bizarre colour to represent shields if you like. ;)

~~

Current Weapon Stats (per editor, divide cooldown and reload values by thirty to get realtime reload/cooldown speed in seconds);

Quad Railgun Battery - Railgun
Cooldown: 30
Clip: 4
Reload: 180
Damage: 200

Tribarrel Cannon - Repeater
Cooldown: 30
Clip: 3
Damage: 100
Range: 800
Turn Speed: 0.9

Photon Stream - Beamer
Cooldown: 0
Damage: 5
Reload: 39
Range: 800

Plasma Torpedo Bay - Plasma Charge/Torpedo
Cooldown: 10
Clip: 15
Damage: 50
Reload: 450
Range: 800

Projectile Defense Field - Point Beam
Reload: 15
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Arcalane
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Post by Arcalane »

Annnnd because I'm a spammer, the download be here. No blueprint included yet, as it's still alpha-ish.

Image

Oh, and I bumped the HP up a ton since the early shots. 2000 didn't cut it for 235 pieces. It lost a nose piece to one of my smaller dreadnaughts far too easily during an earlier test.
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