Spaceship Design Rules v3.16

Discussion for the Next Big Thing, which is purely theoretical.
STARSTRUCK
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Re: Spaceship Design Rules v0.23

Post by STARSTRUCK »

Moksha-class Rapid Combat Destroyer
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...no comment on this one. God-tier engine spammage.

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Now in fruity Nadir colors. Yippee-kaah-yay.

EDIT: Updated w/ new artillery stats. Well, the blue one, at least.

Mod Edit: Multi-Gun Turrets are NOT official or legal yet. Download removed.
Last edited by STARSTRUCK on Sat May 29, 2010 10:28 pm, edited 1 time in total.
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Re: Spaceship Design Rules v0.23

Post by CheesyErwin »

Total Revamp! The Centurion is no longer a paperclad and packs some serious firepower!

EDIT: Updated the weapons stat to the latest ruleset.

Mod Edit: Multi-Gun Turrets are NOT official or legal yet. Download removed.
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Last edited by CheesyErwin on Fri May 28, 2010 10:51 pm, edited 1 time in total.
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calvin1211
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Re: Spaceship Design Rules v0.23

Post by calvin1211 »

Arcalane wrote:Please remember to include custom sprites in your downloads, especially if you're using obscure files, like my animated version of Svn's autocannon
Oops. Didn't realise that that was not Svn's. My bad. :oops:

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The tiny little ship from the previous page has been updated.
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Last edited by calvin1211 on Sat May 29, 2010 9:05 pm, edited 1 time in total.
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Anna
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Re: Spaceship Design Rules v0.23

Post by Anna »

Weapon stats and mass pricing have been modified. See the first page. Artillery have been nerfed, Heavy Missile Arrays have been buffed and had their mass cost corrected, etc. Please be certain to keep up to date on the current statistics. :D Thank you, have a nice day.
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Re: Spaceship Design Rules v0.23

Post by AidanAdv »

Oh derp sorry, didn't see that. I'll upload a fixed version when I get my PC with BSF on it to work again.
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HorseMonster
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Re: Spaceship Design Rules v0.23

Post by HorseMonster »

I actually played around with artillery myself and yeah, it was way way way overpowered. Pretty extensive changes have been made to artillery weapons, please amend your ships as required.
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Re: Spaceship Design Rules v0.23

Post by Anna »

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Onager! That's all I've got for it, really. Just a name.
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Arcalane
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Re: Spaceship Design Rules v0.23

Post by Arcalane »

Water_and_Wind wrote:Added ECM modules to the [url=http://bsf_meta2_calculator.byethost17.com/index.php]calculator[/url].
Would it be possible to get a couple of customizable fields for each area (or an 'advanced' version that simply has a bunch of empty fields that let you enter the name/mass/power/etc. vars), plus the option to modify existing values and apply an overall % modifier to things like power output?

Something to consider for the future, and I've been using this to streamline development of some Remnant/New Empire ships, which is hampered by the fact we're - and I imagine this will surprise some of our stupider followers - using technology not available to the rest of the players on game start.
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Re: Spaceship Design Rules v0.23

Post by Water_and_Wind »

Added customizable fields to the calculator, and split modules into their own category. Hope it helps.

Also, could people refrain from registering? There's no benefits to it.
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Re: Spaceship Design Rules v0.23

Post by Droid »

Water_and_Wind wrote:Also, could people refrain from registering? There's no benefits to it.
Then why is it there :?:
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Arcalane
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Re: Spaceship Design Rules v0.23

Post by Arcalane »

Droid wrote:
Water_and_Wind wrote:Also, could people refrain from registering? There's no benefits to it.
Then why is it there :?:
It's probably some stupid mandatory thing because of the hosting site.

W&W you forgot the 'wildcard' fields (ie, a couple of completely blank, unnamed weapon/engine/core/etc. bits) by the way.
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Re: Spaceship Design Rules v0.23

Post by Water_and_Wind »

Droid wrote:
Water_and_Wind wrote:Also, could people refrain from registering? There's no benefits to it.
Then why is it there :?:
Its so I can login and add new weapons quickly without having to go directly into the database and type SQL statements, and could possibly be used for hiding certain equipment stats from other people.

And I don't really see the benefit of wild card fields (use case please?), unless your ship uses every single module there is. Not that its hard to implement though.
Metagame 2.0 calculator: [url]http://bsf_meta2_calculator.byethost17.com/index.php[/url]
Curvy Alien Fleet: viewtopic.php?t=4959
Thrusallanian Naval Database: Patrol Craft to Behemoth, support ships, stations, warp gates, everything.
http://www.wyrdysm.com/phpBB2/viewtopic ... sc&start=0
Fleets of the Five States, get it here: http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1929
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Arcalane
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Re: Spaceship Design Rules v0.23

Post by Arcalane »

Water_and_Wind wrote:
Droid wrote:
Water_and_Wind wrote:Also, could people refrain from registering? There's no benefits to it.
Then why is it there :?:
Its so I can login and add new weapons quickly without having to go directly into the database and type SQL statements, and could possibly be used for hiding certain equipment stats from other people.

And I don't really see the benefit of wild card fields (use case please?), unless your ship uses every single module there is. Not that its hard to implement though.
Like I said, in certain cases we're using weapons that are not available to players... and obviously I can't reveal those stats to you either, since it's Top Secret NPC Stuff. ;)

Having to remember that I'm using Heavy Vulcans to refer to, I don't know, Plasma Cannons, is just more mental paperwork that I want to avoid.
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HorseMonster
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Re: Spaceship Design Rules v0.23

Post by HorseMonster »

You don't have plasma cannons.
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Arcalane
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Re: Spaceship Design Rules v0.23

Post by Arcalane »

HorseMonster wrote:You don't have plasma cannons.
Well I'm not going to namedrop an actual piece of technology, duh.

Gosh, HM.
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