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PostPosted: Wed Jul 09, 2008 2:39 pm 
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Designed to be a small, compact, mobile tank that gets behind the enemy and either annoys them or does damage. Hopefully the latter. Since we are allowed to use custom colors, I gave the ship custom colors and a random name from an online translator....


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PostPosted: Wed Jul 09, 2008 3:28 pm 
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Location: lawlville
Here is my draft for a forward fast hitter, it moves pretty fast and has got the weapons to disable/destroy turrets. Flanking AI for further evasion. Its called the Fist

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now critique!


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PostPosted: Wed Jul 09, 2008 3:30 pm 
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Might be a little low on firepower, but looks like it has a decent hull design and will work to distract PD well, in addition to dealing some damage.

I think we should try to get our designs together as soon as we can before the deadline and put them through testing. That's really the only way to do it. A couple of us should make 700-1000 point ships in the vein of the bosses, and pit our ships against those. The crucible of real-world testing is unmatched for its ability to destroy lousy ideas and shine the spotlight on good ones.

Edit: Darkship, I like yours fairly well, but the hull is definitely vulnerable from a size/parenting standpoint. A few tachyons or railguns tear into that girder section, and the whole thing is demolished.

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PostPosted: Wed Jul 09, 2008 6:53 pm 
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initially i would agree but i placed extra points into HP for those vulnerable sections to offset that particular weakness, also i have 4 deflectors as further insurance against such an event.

I also made sure that there was enough speed to evade projectiles and what not, especially tachyon weapons.


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PostPosted: Wed Jul 09, 2008 9:19 pm 
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Darkkai:

The weapons I think you over used points and the sections can only overlap a quarter.


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PostPosted: Wed Jul 09, 2008 9:23 pm 
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intresting enough, I had a little bulldozer ship in making but if needed, I can try make a small carrier of sort that could flank around the boss giving some sort of background support fire, if you guys like the idea?

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PostPosted: Wed Jul 09, 2008 9:34 pm 
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just curious how are we gonna get a healer ship to heal effectively? i mean our ships aren't really in our control so how does it heal if the only chance it has of contact if by shear chance?


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PostPosted: Wed Jul 09, 2008 9:56 pm 
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Well you could set it's AI to be a flanker, give it an AI range of the average range of all other ships, that way it's constantly travelling around the ship, staying out of fire, hopefully skidding past one or two friendlies as it goes?

Make sure you give it good acceleration!


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PostPosted: Wed Jul 09, 2008 10:51 pm 
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So what ships do we have, and what do we need?
since just about anything we normally use to beat aegis may be useless here, why not drones? shields can't stop them firing around the inside.


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PostPosted: Wed Jul 09, 2008 10:55 pm 
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that might work, maybe a dieterling equipped ship with a very short AI distance can jump in and tachyon that boss to hell and back.

i dunno, i have no idea how to handle that particular boss.


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PostPosted: Wed Jul 09, 2008 11:20 pm 
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well i made a carrier to over load their point defence. also i have 6 points left what could i spend it on

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By Styrofoambullet

heres my tally(how i keep track of my points.

Battleship.

Base hp / 500
Add 300 to HP / 6 points
Total core HP = 800 = 6points

Base max speed / 0
Add .20 to Max / 2 points
Base Accel / 0
Add .04 to Accel / 4 points
Base Turning / 0
Add .16 to Turn / 2 points

Max = .20 = 2
Accel = .04 = 4
Turn = .16 = 2
Total cost = 8 points

16 sections / 8 points
Add 500 hp to 6 sections / 12 points
Total Cost = 20 points

2 Demeter pod launchers / 24 points
18 Demeter launchers / 36 points.
Total Cost = 60 points.

6 points
8 points
20 points
+ 60 points
94 points

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Last edited by styrofoambullet on Wed Jul 09, 2008 11:39 pm, edited 2 times in total.

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PostPosted: Wed Jul 09, 2008 11:38 pm 
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Two things: don't obsess over the aegis boss. It's worth considering, but 1 specialist anti-aegis ship is more than enough, I think. Personally, I'm more worried about Burst Out and maybe the triplet ships.

A really fast boss like the Burst out will screw up intended fleet workings - flanking tanks, evading fire, getting close to more vulnerable ranged hitters, etc.

The triplet boss is probably stronger together than a regular boss alone - fast damage delivery will be necessary to reduce the first ship(s) we encounter so that all three aren't coming at us full power, and we also risk getting slammed from the rear.

Styrofoam: I like your carrier's concept and loadout, but seriously, deflectors or aegis are are absolute musts. Point-per-point, they do more to extend the life of a ship than ANYTHING else. They're a necessity. It might also be too slow, .2 speed could leave everyone else going ahead while this thing flounders, arriving late. We'll see in testing.


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PostPosted: Wed Jul 09, 2008 11:40 pm 
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(forget this post look above)


Last edited by Darkship on Wed Jul 09, 2008 11:44 pm, edited 1 time in total.

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PostPosted: Wed Jul 09, 2008 11:41 pm 
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hmm what do you think i could get rid of.and where should i put them... also my ship is supposed to stay away from the battle.

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PostPosted: Wed Jul 09, 2008 11:43 pm 
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one of the drone launchers or a couple of normal launchers, deflectors as far away from the direction of fire (the front).


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