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PostPosted: Tue Nov 02, 2010 11:12 am 
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Captain
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Joined: Wed Sep 12, 2007 3:29 am
Posts: 497
Have you guys decided on a palette? I'm seeing the same shade of blue on most of the ships.

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PostPosted: Wed Nov 03, 2010 7:23 pm 
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Captain
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Well, I'm using CE's .ini, but officially, no. Also, I believe we should go for a Peithos (is that how you spell it?) like ship, protecting artillary ships while our cannon fodder attacks the enemy.

EDIT:
Another thing: We are trying to get a terran/utilitarian style for our ships and our color will be represented by the team stripes, like on CE's ships. If you don't have them, you can get them in the Alliance Data Archives -> Archive Packages/Misc Resources.

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PostPosted: Thu Nov 04, 2010 1:42 am 
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Captain
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For consistency's sake, we're going to need to decide ship size classifications so that one person's 'frigate' isn't the same size as another's 'battleship'. What we decide on is not that important, the only thing that matters is that we are consistent. Here's my personal suggestion:

<50: Gunship
[50,75): Corvette
[75, 100): Frigate
[100, 150): Destroyer
[150, 200): Cruiser
[200, 250): Battlecruiser
>=250: Battleship

Secondly, we need better defined ship roles, so we can formulate a battle strategy. We should establish an average speed for each role (fire support, flanking, tanking, etc) so to make sure our tanks and close range brawlers are faster than the fire support units and to minimize the speed difference between ships of the same role so as not to break formation and to be able to deliver a powerful alpha strike. If you have the chance to get on IRC, please think about these issues. I myself will get on IRC when I can.

Thirdly, we need some non-combat vessels with sensors, ecm and economic modules. The heavy civitech power core provides almost as much power as the light power core for much less mass, so consider using it. (the reduced mass of the civitech cores can go into extra armor around the core to make up for the civi cores' low durability).

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PostPosted: Thu Nov 04, 2010 4:28 am 
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FOOLISH SAMURAI
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Joined: Thu Sep 13, 2007 10:37 am
Posts: 4009
Location: UK
Water_and_Wind wrote:
Thirdly, we need some non-combat vessels with sensors, ecm and economic modules. The heavy civitech power core provides almost as much power as the light power core for much less mass, so consider using it. (the reduced mass of the civitech cores can go into extra armor around the core to make up for the civi cores' low durability).


Don't forget the power restrictions - only 100 power from civitech cores can go to weapons. Modules don't count as weapons, but still.

Also, they're designed for civilian use, not military use. If you go around sticking civi cores in everything, I will start giving them more serious drawbacks.

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PostPosted: Thu Nov 04, 2010 4:56 am 
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Lieutenant Commander
Lieutenant Commander

Joined: Sat Oct 24, 2009 12:55 pm
Posts: 53
I have a Colony ship, armed only with 4 flak-cannons, and heere she is....

Attachment:
SMscreen016.png
SMscreen016.png [ 7.72 KiB | Viewed 576 times ]


Here's your stats...
Size: 160
Mass: 11600/25600
Energy: 2000/2400
Section HP: 500
Speed: 2.11
Acceleration: 0.05
Turning: 0.63

Power Core
1x Ultra-Heavy

Propulsion
1x Heavy

Armament
4x CIWS Gun

Modules
1x Large Sensor Array
1x ECM Module
1x Colony Module


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PostPosted: Thu Nov 04, 2010 5:03 am 
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Vice Admiral
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Hey Kal, I think you should either leave the designing to us, or use this special Azure Alliance Standard Core
that I made. Also use shiny sections and try not to recolor sections. Use doodads instead.
Another thing, try to consult with the rest of us on the IRC as much as possible.

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PostPosted: Thu Nov 04, 2010 5:20 am 
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FOOLISH SAMURAI
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Joined: Thu Sep 13, 2007 10:37 am
Posts: 4009
Location: UK
Yet again the Blue Team fails to comprehend the parts where I say ships that have sensors need to have parts that look like sensors. This is the third time I have had to state this in this thread. And why the fuck did you stick a large sensor array and an ECM array on a colony ship anyway? That's just daft.

I'd go with Doogie though. Your ships are, at this point, basically an eyesore.

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PostPosted: Sun Nov 07, 2010 4:27 am 
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Lieutenant Commander
Lieutenant Commander

Joined: Sat Oct 24, 2009 12:55 pm
Posts: 53
Whatever. Nothing I make is good by your standards.


Last edited by Kal Adama on Sun Nov 07, 2010 4:47 am, edited 2 times in total.

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PostPosted: Sun Nov 07, 2010 4:43 am 
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Regarded As A Complete Asshole
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Joined: Wed Sep 26, 2007 8:51 pm
Posts: 3289
Location: Elsewhere
You can respectfully disagree all you like, it won't change reality any.

Good lord that thing is such an eyesore.

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PostPosted: Sun Nov 07, 2010 4:52 am 
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FOOLISH SAMURAI
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Joined: Thu Sep 13, 2007 10:37 am
Posts: 4009
Location: UK
SilverWingedSeraph wrote:
You can respectfully disagree all you like, it won't change reality any.


QFT. Just sit your ships alongside any of the others your faction has made and you'll see what we mean.

Visual coherence is an important part of fleet design.

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