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PostPosted: Sat Apr 06, 2013 10:24 am 
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Sovereign Aurelian Republic

The Sovereign Aurelian Republic, or SAR as they are more commonly known, seeks to spread their vision of order and prosperity - by crushing their foes and acheiving the complete and utter domination of the galaxy under their aegis in a brutal fascist dictatorship. It is to this end that they have poured their resources into designing and building their massive, technologically-advanced warfleet.
The Republican navy is one of the largest military forces in the sector, fielding a wide array of warships filling multiple roles. Their ships may not be the toughest around, but they feature a balance between performance and ease of production that is hard to match.
Technological research has paid off, and almost every ship in the fleet utilises powerful yet efficient blue lasers, along with a variety of missile and torpedo weapons. The Republic is also noted to be a leader in the field of electronic warfare.
Spoiler: show
Aurelian History
The SAR has its roots in the old Aurelian Republic, a minor power in their sector. After a regional conflict devestated them, the Sovereign Party, now known simply as The Party, was elected to power, as hardline nationalists vowing to restore them to their former glory. Enacting sweeping reforms, the Party soon revitalised the Republic's economy and military, albeit at the cost of personal freedom. It wasn't long before they turned their attention outwards and attacked the neighbouring powers, sparking off a sector-wide conflict. When the dust settled, the Soverign Aurelian Republic, as it had been renamed, had emerged the victor, absorbing their former foes and becoming the massive fascist power that we know today.

Technology
Quantity has a quality all its own. Republican warships tend to be optimised for mass production and efficiency over individual quality. All ships share interchangeable common components, weapon designs are standardised, and designs are simplified to ease production. All this, combined with their excellent logistical capacity, mean that they are capable of fielding a massive fleet relative to other factions.
This is not to say that they are lacking in technological capability. Their technology is extremely advanced, paritcularly with regards to their electronic warfare and C3 capabilities, which are considered to be amongst the best. Standard line warships, while not capable of matching the likes of the Mioran fleet, are still dangerous combatants exceeding the capabilities of many smaller powers. Advanced SOC warships, or perhaps the newer advanced warships such as the Tempest-X and the rare customised Maelstroms (like SAS Synchronise Your Dogmas, 3rd fleet's flagship), provide a showcase of what the Republic's technology could do when pushed to its full capabilities.


Ships:

CV01 Lightning Gunship
Image
Size: 44.65
Hull: 175
Speed: 5.75
Turning: 2.75
Accel: 0.30
AI: Flanker
Armament:
3x Tiny Laser
1x Light Laser

The smallest warship in service with the Republic's navy, the Lightning is used both to hunt down other light vessels and to harrass larger ships.

CV02 Torrent Corvette
Image
Size: 56.64
Hull: 125
Speed: 3.25
Turning: 1.50
Accel: 0.30
AI: Normal
Armament:
1x Light Laser
2x Hailstorm LRM

The Torrent class of fire support corvettes was intended as a dedicated long-range combatant, carrying out long-range bombardments with its twin Hailstorm LRM launchers. At this role it excels, though it is helpless up close due to a lack of armour and close range weaponry.

CV04 Breeze Recon Gunship
Image
Size: 49.65
Hull: 175
Speed: 4.75
Turning: 2.25
Accel: 0.30
AI: Normal
Armament:
1x Tiny Laser

These heavily modified Lightning variants serve as the eyes and ears of Republican fleets, scouting out enemy formations with their high speed and powerful sensor arrays.

CV05 Flash Corvette
Image
Size: 50.96
Hull: 225
Speed: 4.00
Turning: 2.25
Accel: 0.35
AI: Flanker
Armament:
1x Light Laser
2x Lahar Torpedo

The Flash started life as a large dropship/gunship model that was modified by Comac Engineering Corporation to serve as a light strike warship. The resulting ship proved well-suited for the role, becoming a favourite among the fleet thanks to its agility and firepower.

TT01 Riptide Transport
Image
Size: 57.28
Hull: 350
Speed: 2.25
Turning: 1.00
Accel: 0.20
AI: Normal
Armament:
3x Light Laser (1 single, 1 twin)
2x Tiny Laser

This corvette-sized ship serves as the SAR navy's standard light transport. The ship's respectable armour and armament allows it to easily take care of itself in combat situations, though escort is still reccomended for safety. Riptides serve as personnel transports and long-range couriers out of combat, and are utilised as assault transports carrying boarding parties in combat situations.
Use / to extend/retract docking tube.

FG01 Tsunami Frigate
Image
Size: 73.35
Hull:300
Speed: 2.00
Turning: 0.75
Accel: 0.20
AI: Flanker
Armament:
2x Supernova Torpedo
1x Twin Light Laser

While small and unassuming, these warships by no means harmless. Tsunami-class frigates are the smallest platform capable of carrying the devastating Supernova heavy torpedo, which allows them to challenge significantly heavier vessels with ease.


DD01 Whirlwind Destroyer
Image
Size: 83.93
Hull:450
Speed: 2.10
Turning: 0.75
Accel: 0.20
AI: Normal
Armament:
3x Medium Laser
4x Light Laser
2x Hailstorm LRM

Whirlwind-class combat destroyers form the core of the Republican fleets. With excellent speed and armour, a versatile armament useful at all ranges against a variety of targets, and (relatively) low production costs, it is not hard to see why it is favored.

DD02 Tornado Destroyer
Image
Size: 84.02
Hull: 375
Speed: 3.00
Turning: 1.25
Accel: 0.35
AI: Flanker
Armament:
5x Light Laser (1 single, 2 twin)
2x Twin Snub Heavy Laser

A recently-introduced destroyer class based on the Whirlwind's chassis, these fast-attack warships are intended to complement and support the heavier Tempest in major engagements. While still uncommon due to the design's youth, they are expected to play a major role in future Republic doctrines.

CR01 Typhoon Cruiser
Image
Size: 101.51
Hull: 725
Speed: 1.75
Turning: 0.75
Accel: 0.15
AI: Normal
Armament:
3x Light Laser
3x Heavy Laser
4x Sandstorm SRM (25 tube)

An older class of cruiser that has remained in service in the Republic navy. Slow but tough, these warships are still fielded as the fleet's main heavy combatant, though the design's age is starting to show.

CR03 Cyclone Cruiser
Image
Size: 102.79
Hull: 500
Speed: 1.60
Turning: 0.75
Accel: 0.15
AI: Normal
Armament:
5x Light Laser (1 single, 2 twin)
6x Hailstorm LRM
1x ER Supernova Torpedo
1x AMS

A modernised version of the Typhoon, the Cyclone has been refit as a heavy fire support vessel. While nowhere as durable as its predeccessor, it is much more heavily armed, with numerous LRM and torpedo tubes allowing it to bombard foes from afar.

CR02 Hurricane Experimental Cruiser
Image
Size: 98.81
Hull: 500
Speed: 1.50
Turning: 0.75
Accel: 0.12
AI: Normal
Armament:
5x Light Laser (1 single, 2 twin)
1x Winter King Beam

Another modified Typhoon, this ship was originally built as a testbed for the massive Winter King heavy beam cannon that was reverse-engineered from Novian technology. While the size and power draw of the main gun has made it slower and more fragile than the original design, the amount of firepower it brought to the field made it worth rushing the design into production.

BC01 Tempest Battlecruiser
Image
Size: 116.42
Hull: 500
Speed: 3.00
Turning: 1.00
Accel: 0.15
AI: Flanker
Armament:
7x Twin Light Laser

Built as a dedicated hunter of lighter craft, the Tempest fufils this role spectacularly. 7 oversized engines allow this vessel to outpace most destroyers, while 14 light lasers in dual turrets give her the close-range firepower so feared by the Rebublic's enemies. Unfortunately, this performance comes at a price: The Tempest is notably lacking in armour, and the ship's cost has restricted deployments of this impressive vessel.

BC01X Tempest-X Experimental Battlecruiser
Image
Size: 116.42
Hull: 550
Speed: 3.00
Turning: 1.00
Accel: 0.15
AI: Flanker
Armament:
1x Twin Snub Heavy Laser
5x Twin Light Laser
4x Lahar Torpedo
1x Tactical Jump Drive

While the Tempest performed spectacularly against lighter vessels, a number of Republican admirals were dissatisfied with how the class fared in major engagements. The ships were too fragile and expensive to risk there, and underperformed against heavy warships common in said battles, forcing Tempests into commerce raider roles where they were more effective. In response, Konstadin Drive Yards produced this radical upgrade of their original design utilising the newest technologies available, turning an already-capable platform into a nightmare for any opponent. This new warship has found itself in heavy demand as a rapid-response element, though the sheer cost of the extremely expensive upgrade to an already expensive ship, mean that the standard Tempest will likely remain in service for the forseeable future.

BC02 Monsoon Command Ship
Image
Size: 124.62
Hull: 600
Speed: 1.25
Turning: 0.50
Accel: 0.10
AI: Normal
Armament:
3x Twin Light Laser
6x Hailstorm LRM
3x AMS
2x Flare Launcher
1x ECM Array

A drastic modification of the Tempest hull, intended as a foward command vessel. The most notable addition is a massive set of sensor and electronic warfare equipment for its intended role. Other changes include the replacement of laser batteries with LRMs for fire support, and the drastic drop in speed due to a combination of heavier armour and reduced engine power.

BB00 Gale Battleship
Image
Size: 147.71
Hull: 1500
Speed: 0.85
Turning: 0.40
Accel: 0.06
AI: Normal
Armament:
5x Heavy Laser
7x Light Laser (5 single, 1 twin)
10x Sandstorm SRM (25 tube)

When these warships first appeared several years ago in the annual Aurelian military parade, they were the pride of the SAR fleet. Their glory days are long past however. Advancing technology has made these once-mighty ships obsolete, and even with upgraded systems, they are still incapable of competing with more modern battleships. Most have been decomissioned, being replaced by the newer Maelstrom class. Less than a dozen still remain, mostly serving as garrison warships.

BB01 Maelstrom Battleship
Image
Size: 149.19
Hull: 1500
Speed: 1.00
Turning: 0.35
Accel: 0.07
AI: Normal
Armament:
3x Twin Ultraheavy Laser
5x Twin Light Laser
3x Hailstorm LRM
2x Lahar Torpedo
2x Supernova Torpedo
2x AMS

These lumbering behemoths are the ultimate expression of the Republic's military power. Among the largest military vessels in existence, Maelstroms are feared by the Republic's enemies, and for good reason: They carry enough firepower and armour to obliterate entire fleets on their own. Fortunately for them, these ships are rare, with only around two dozen known to exist, mainly serving as fleet flagships.

---Military Installations---

SG01 Gyre Defense Platform
ImageImageImage
Left to right: Gyre-L,M,S
Size: 69.34
Hull: 400
Speed: None
Turning: 0.50
Armament:
L variant:
3x Light Laser
3x Twin Medium Laser
M variant:
6x Light Laser
3x Sandstorm SRM (25 tube)
S variant:
6x Light Laser

The mainstay of SAR defense grids, the Gyre is a small, cheap automated platform useful against light attacks. While originally designed as a missile platform effective against light warships, many variants have been created over the platform's long years of service to serve multiple roles.
Included variants:
-L - Medium Laser emplacement
-M - Standard SRM platform
-S - Sensor/C&C hub

SG02 Stormhammer Defense Platform
Image
Size: 151.21
Hull: 1500
Speed:None
Armament:
1x Turret containing either:
-Triple Ultraheavy Laser (L Variant)
-2x ER Supernova Torpedo + 2x ER Lahar Torpedo (T variant)
-Winter King Beam (B variant)
12x Twin Light Laser
12x Hailstorm LRM

The Stormhammer heavy defense platform is a massive installation that forms the core of the SAR's heavy defense grids. Each individual platform is capable of fending even battleships on their own using the massive weapon batteries mounted in the main turret. The main guns are further supplemented by arrays of missiles and light lasers, which when combined with its heavy armour make it an extremely tough nut to crack. Stormhammers are used only to protect the most critically important assets.
Included variants:
-B - Beam Cannon turret
-L - Laser turret
-T - Torpedo turret

SG03 Cloud Sentry Gun
Image
Size: 33.60
Hull: 75
Speed: None
Turning: 0.50
Armament:
1x Light Laser

These unmanned sentry gun turrets can be dropped by minelayers as a cheap and quick way of bolstering defenses, covering retreats, or strengthening firepower around strategic locations. The Cloud is fragile and outgunned by almost all dedicated warships, meaning that it is dangerous only when used en masse. It is still capable of driving off lightly-armoured targets.

---Civ vessels---

FR01 Tradewind Freighter
ImageImageImageImageImage
Left to right: Tradewinds-B,C,S,T and U
Size: 96.90
Hull: 250
Speed: 1.50
Turning: 0.50
Accel: 0.10
AI: Normal
Armament:
3x Light Laser
1x Modular Cargo Bay
A large freighter roughly the size of a light cruiser. These are the most commonly used freighter in the Republic, serving both civillian and military needs. Tradewind freighters carry their cargo in a modular external hold, which can accommodate a wide variety of cargo containers, as well as specialised equipment modules like ore and gas refineries, scanner arrays, and even expandable mobile dockyards for ship repairs.
Included cargo loadouts are:
-B - Large boxes for heavy, bulky cargo
-C - Generic mid-sized crates
-K - Kamikaze tanker. Most dangerous ship EVER.
-S - SCIENCE
-T - Fuel tanker (Handle with care!)
-U - Unloaded

FR01 Tradewind-Q Q-ship
Image
Size: 96.90
Hull: 400
Speed: 1.50
Turning: 0.50
Accel: 0.10
AI: Broadside
Armament:
3x Light Laser
4x Medium Laser
4x Sandstorm SRM (10 tube)
Pirate attacks have always been the bane of merchant shipping. An intrepid merchant captain thought up of a solution. He upgraded the armour on a Tradewind freighter, installed weapons in the cargo bay and hid the resulting vessel in a merchant convoy. His success prompted many other merchants to follow his example with similar conversions. While not capable of taking on proper military warships, these craft can pose a nasty surprise to pirate groups expecting easy prey.

FR01 Tradewind-M Minelayer
Image
Size: 96.90
Hull: 400
Speed: 1.50
Turning: 0.50
Accel: 0.10
Armament:
7x Light Laser (3 single, 2 twin)
1x Mine deployer

Used by the SAR navy, this variant Tradewind carries a very unusual cargo: a minelayer module that can deploy explosive mines or small sentry guns, which are used to shore up and reinforce defensive positions. Much like it's Q-ship cousin, the minelayer also features upgraded armour and additional defensive weaponry meant to increase its survivability in battle.

SS01 Reef Installation
Image
Size: 199.62
Hull: 850
Speed: Nil
Armament:
8x Twin Light Laser
2x Twin Medium Laser
4x AMS

Large and multi-purpose station complexes common throughour major SAR systems. These are the backbone of the Republic's orbital economy, serving as repair and refit stations, trade centers, orbital manuacturing sites and more. The stations are not easy to destroy thanks to their sheer bulk and multitude of defensive turrets.

SS02 Shoal Heavy Shipyard
Image
SS02 Shoal Shipyard

Size: 213.77
Hull: 500
Speed: Nil
Armament:
4x Twin Light Laser
4x AMS
2x Nanorepair System

These massive shipyard complexes are where the Repulic's ships are assembled and built. Capable of constructing and servicing even the largest of ships, these stations are vital to the Republican war effort. While possessing minimal armament, enterprising engineers have occasionally repurposed the repair systems to assist defending ships, using the nanoconstructors to repair ship armour.
Each bay on the side will comfortably fit a single large ship. A Tempest or Typhoon will fit quite nicely, and the Maelstrom just barely fits. Alternatively, 2 corvettes or 4 gunships can be squeezed in. SAR destroyers are unfortunately too fat to fit more than one per bay.

---SOC Vessels---

The SAR's Special Operations Command division, AKA SOC, is an secretive and elusive force dedicated to intelligence gathering and black ops. SOC is known to possess its own dedicated warship designs, featuring advanced, bleeding-edge technology. These vessels are rarely if ever spotted in battle... though that may just be due to the stealth systems.
Use / to toggle stealth systems.

FG02 Tundra EW Frigate
Image
Size: 72.86
Hull: 350
Speed: 2.50
Turning: 1.00
Accel: 0.25
AI: Flanker
Armament
1x Light Laser
2x Sandstorm SRM (10 tube)
1x EMP Cannon
1x ECM Array

The lightest stealth warship design commisioned for SOC, the Tundra is a small frigate packed to the brim with sensors and EW equipment, used for remote survellience or supporting SOC operations with its EW capabilities and experimental EMP cannon.

DDL01 Blizzard Heavy Destroyer
Image
Size: 92.05
Hull: 500
Speed: 3.00
Turning: 1.25
Accel: 0.35
AI: Flanker
Armament:
3x Twin Light Laser
2x Inferno Cluster Torpedo
2x Hailstorm LRM
1x ECM Array
1x Tactical Jump Drive

The Blizzard is SOC's most infamous design, and arguably the most effective. Capable of taking on even cruisers on their own, these ships can utilise their stealth cloaks to approach targets undetected, unleash their devastating torpedos, and retreat before the enemy can respond. SOC uses Blizzard-class destroyers for the most dangerous and demanding covert ops.

BBX Deep Winter Stealth Battleship
Image
Size: 149.05
Hull: 1500
Speed: 1.50
Turning: 0.65
Accel: 0.15
AI: Normal
Armament:
5x Twin Light Laser
5x Inferno Cluster Torpedo (2 single fixed, 1 triple turret)
1x Winter King Beam
1x ECM Array
1x Tactical Jump Drive

Everyone knows that SOC's HQ is most certainly on a space station in Comac, and that there is no secret HQ hidden only to a select few within said organisation. This nonexistent secret HQ is not on a supposed one-of-a-kind stealth battleship that obviously was never secretly built for the specific purpose of serving as the aforementioned secret mobile HQ. If it really existed, it would undoubtly be the largest stealth warship ever built, and SOC would likely spare no expense in outfitting it with the most advanced technology available to them. But since this vessel does not actually exist, its theoretical equipment is not worth taking the time to consider.

-----
V1.0: Download added.
V1.1: Rebalancing, especially for missiles. Moved Shoal to main download. Added Tornado, Cyclone, Monsoon, Gyre-M/S, Stormhammer-L, Tradewind-B/C/K/Q/S/T/U
V1.2: Change Lightning hull, minor graphical changes to Torrent and Lightning. Added Riptide, Hurricane, Tempest-X, Cloud, Tradewind-M, and SOC Tundra, Blizzard and Deep Winter.
V1.3: Imagehost changed. Laser speeds changed to match spreadsheet. Twin LL sprite changed. Deep Winter redesignated BBX. Maelstrom armament changed. Slight redesigns for Lightning, Monsoon, Cyclone, and Shoal. Winter King nerfed heavily. Stormhammer nerf. Added Breeze, Flash, Gale, Gyre-L, Reef. .sb4s added to DL.


Attachments:
SAR 1.3.rar [298.19 KiB]
Downloaded 119 times
Custom Sprites.zip [1.72 MiB]
Downloaded 171 times

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PostPosted: Sat Apr 06, 2013 10:25 am 
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Commodore
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Custom Weaponry:
Code:
Ultraheavy Blue Laser "Saron"
Base weapon   Blaster
Turn      1
Deviation   2
Range      1750
Damage      150
Fire Rate   0
Clip      1
Reload      150
Bullet Speed   20
Massive laser cannon developed to serve as the primary armament of heavy capital ships. Usually mounted in twin or triple turrets with a dedicated power source. Such weapon mounts can be larger than some corvette-class and gunship-class warships.

"Hailstorm" LRM
Base weapon   Missile
Deviation   12
Range      1500
Damage      75
Fire Rate   10
Clip      4
Reload      480
Bullet Speed   10
Missile Turn   5
Intercept:   0.25
Long-ranged missile system with shaped charge warhead. Versatile weapon capable of engaging targets at all ranges. Utilised as primary weapon for fire-support ships, and as secondaries on some main line warships ,most notably the Whirlwind.
 
"Sandstorm" SRM
Base weapon   Minimissile
Deviation   15
Range      800
Damage      10
Fire rate   3
Clipsize   10/25
Reload      270
Bullet speed   12
Missile turn   12
Intercept:   0.20
Modernised variant of old swarm missile system. Sheer number of missiles launched can easily saturate point defenses at close range. Available in 10 tube and 25 tube launchers.

Supernova Torpedo
Base weapon   Torpedo
HP      150
Deviation   5
Range      1000
Damage      100
Fire Rate   30
Clip      2
Reload      720
Bullet Speed   6
Missile Turn   1
Explosion   125
Intercept:   0.50
(ER has 1500 range)
Standard heavy torpedo carrying powerful fusion warhead, launched from a two-tube launcher. Useful against slow-moving targets with limited point defense, but has problems engaging other types of targets.

Inferno Cluster Torpedo
Base weapon   Torpedo
HP      250
Deviation   15
Range      1250
Damage      150
Fire Rate   0
Clip      1
Reload      750
Bullet Speed   7
Intercept   0.25
Missile Turn   5
MIRV Range   350
SubM No.   5
SubM Track   5
SubM Scatter   30
SubM Speed   12
SubM Dmg   50
SubM Blast   50
SubM Intercept   0.10
Powerful and dangerous cluster torpedo system. Expensive, but sheer power makes up for it easily. Currently restricted to elite SOC units only.

Lahar Swarm Torpedo
Base weapon   Torpedo
HP      150
Deviation   7
Range      750
Damage      20
Fire Rate   10
Clip      5
Reload      450
Bullet Speed   10
Missile Turn   5
Explosion   75
Intercept:   0.20
(ER has 1250 range)
Swarm torpedo system developed in response to the Supernova's shortcomings being made apparent in conflicts with Mioran forces. Has succeeded beyond all expectations. Smaller and more tactically flexible than the Supernova, but no less dangerous.

Winter King
Base weapon   PulseBeam
Turn      1
Deviation   0.10
Range      1350
Damage      12
Fire Rate   0
Clipsize   1
Reload      300
Beam Duration   90
Init. Dev   0
Single largest weapon system in use by the SAR, in terms of physical size. A deriative of Novian Photon Lance weaponry. Projects beam capable of cutting through heavy armour at medium/long range.

AMS
Base Weapon   Flak
HP      15
Turning      10
Deviation   7
Range      500
Damage      1.5
Fire Rate   2
Clip      3
Reload      120
Bullet Speed   40
The mainstay point defense option of Republican warships, A surprisingly primitive ballistic weapon firing proximity-fused fragmentation shells.
Essentially a placeholder PD weapon until PD Rockets are fixed.

-----Modules-----

EMP Cannon
Base module   Frosch Gun
Range      1000
Energy      900
Energy Cost   800
Energy Regen   1
Duration   480
Bullet Speed   20
Unusual weapon system that fires a bolt of electrically charged exotic particles (precise workings classified). Upon impact, generates electromagnetic pulse capable of compromising even Faraday-caged systems. Modern military electrical systems can survive such an attack with no permanent damage, but doing so requires system reboot, which can temporarily cripple the target's ability to respond.

Tactical Jump Drive
Base module   Dieterling
Range      750
Energy      300
Energy Cost   300
Energy Regen   1
Dev. Multi.   0.50
Dev. Range   50
Shockwave   2
Combination of rapid jump plotter and advanced fast charging intrasystem jump drive fitted to some newer warships. Allows in-combat nanojumps, expanding available manuver options. SAR tacticians are still adapting to the possibilities presented by this device.

ECM Array
Size      250
Advanced electronic warfare suite. Capable of jamming communications, distrupting sensors to mask ship numbers and presence, preventing target acquisition in combat and more. Dedicated electronic warfare ships may be able to counter the effects, albeit with great difficulty.

Mine
Damage      450
Radius      250
An unfortunate victim of discrimination thanks to popular media perception of mines of all kinds, claiming them to be 'dangerous' and 'explosive'. The mine is actually a cute, pacifistic creature that will not harm you in any way. All it wants is hugs, so if you see one, please oblige it.

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PostPosted: Sat Apr 06, 2013 5:02 pm 
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Captain
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Posts: 498
I like the new missile behaviour. In early updates, Typhoon for example unleashed such a spams of (weak) missiles that number of those doing same thing at once could totally drop my frame rate to like 2-5. Im now happier with less, but more powerful missiles for large battle wise. ( ^u^)

I recently downloaded your ships again, and now love them even moar!


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PostPosted: Sat Apr 06, 2013 6:29 pm 
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Uh, I didn't change missile behaviour at all. The Typhoon still spams 100 missiles per volley. The only missile change was between 1.0 to 1.1, where I halved the volley size of the Hailstorm (the LRM), which the Typhoon doesn't have.

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PostPosted: Sat Apr 06, 2013 9:28 pm 
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(e_ O) I may have mixed names...


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PostPosted: Sun Apr 07, 2013 5:49 am 
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The artist formerly known as SilverWingedSeraph
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Aren't you meant to upload the .shp AND the .sb4s? This download only contains .shps.

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PostPosted: Sat Apr 13, 2013 3:24 pm 
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Is the ECM open for use? Or is it strictly SAR?

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PostPosted: Sat Apr 13, 2013 5:12 pm 
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If you can figure how that is made, I guess you could copy it. Im not going to however. I think its the SAR thing just as exessive PD is Ratai thing.


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PostPosted: Sat Apr 13, 2013 5:14 pm 
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Maybe I could ally with SAR instead of Mior and ratai.

Hmmmm....

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PostPosted: Sat Apr 13, 2013 5:20 pm 
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I think I know how the EMC works. I was thinking of having an EMC platform that protects the ships nearby instead of having it limited to one ship.

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PostPosted: Sat Apr 13, 2013 5:28 pm 
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Up to you. I still require encounter of sort before making alliances. After all, Ratai are newcomers to this corner of galaxy, and they certainly do not give away their number just for anyone to call.

*Blip Blip Blip*

"Ratai actual."

"Hey, wanna be allies?"
"Wut? Who is this?"
"I am just friendly emperor and supreme commander / god / deity of Humbamumbaa imperium"

(ರ_ರ ) . . .


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PostPosted: Sat Apr 13, 2013 7:50 pm 
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Having tested some of these ships, they seem to be in need of a bit of rebalancing. They almost all seem to have above average speed, armour and weaponry, and generally wipe floor with pretty much everything now (including Mior). The missiles seem especially bad, as they have very high DPV values, and being missiles are both tracking (so are guaranteed to hit) and armour piercing, meaning they don't lose 50% damage like lasers most of the time.

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PostPosted: Sat Apr 13, 2013 7:52 pm 
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I tested my ships against the SAR, usually mine win.

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PostPosted: Sat Apr 13, 2013 8:04 pm 
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I am also fairly happy with the normal SAR ships. Im re balancing ratai vessels to those - making them slightly weaker.


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PostPosted: Sat Apr 13, 2013 8:10 pm 
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Doogie12 wrote:
I tested my ships against the SAR, usually mine win.

That's odd, in every test I've done the with the new rebalanced Mior ships the result is the opposite. :/

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