Spaceship Design Rules v3.16
I made small (size 75) ships with the maximum number of possible weapons to test them out.
Artillery wins nicely at very long distances as it should.
The missiles just punch right through anything, but I assume that will be balanced out by PD.
Autocannons are decent, but should really be better given their range. They tend to lose even at close ranges.
The vulcan lacks the punch of the other weapons, but the damage keeps going for longer. If the vulcan ship isn't destroyed instantly, it usually wins.
The beam is better than it should be, really. It's not great on small ships because of the huge beam deviation, but it puts out a seriously huge amount of damage. On large ships it works very nicely.
The drones are of course, utter crap. The drone ships can't even win 3 to 1 battles.
Also, the speed, acceleration and turning assists are seriously terrible. 1000 weight worth of speed assist will give 4166 speed and crap everything else. 900 weight of engine (a light engine) gives 9000 more speed and nice accel and turning. The accel and agility assists are similarly bad compared to the mass/power costs.
Artillery wins nicely at very long distances as it should.
The missiles just punch right through anything, but I assume that will be balanced out by PD.
Autocannons are decent, but should really be better given their range. They tend to lose even at close ranges.
The vulcan lacks the punch of the other weapons, but the damage keeps going for longer. If the vulcan ship isn't destroyed instantly, it usually wins.
The beam is better than it should be, really. It's not great on small ships because of the huge beam deviation, but it puts out a seriously huge amount of damage. On large ships it works very nicely.
The drones are of course, utter crap. The drone ships can't even win 3 to 1 battles.
Also, the speed, acceleration and turning assists are seriously terrible. 1000 weight worth of speed assist will give 4166 speed and crap everything else. 900 weight of engine (a light engine) gives 9000 more speed and nice accel and turning. The accel and agility assists are similarly bad compared to the mass/power costs.
Mmhm, but as they are it's more efficient in every way possible to stick on ultra-light engines as assists. If I had a light engine and felt my turning was too low, I could:
A) Add two turning assists
cost: 600 mass, 200 power
benefit: 200 speed, 10 accel, 910 turning
B) Upgrade to a standard engine
cost: 500 mass, 160 power
benefit: 5060 speed, 70 accel, 1315 turning
IMO, assists are vastly underpowered.
A) Add two turning assists
cost: 600 mass, 200 power
benefit: 200 speed, 10 accel, 910 turning
B) Upgrade to a standard engine
cost: 500 mass, 160 power
benefit: 5060 speed, 70 accel, 1315 turning
IMO, assists are vastly underpowered.
The only thing is your figures are convincing, but in respect to actually being for the metagame, i.e. yes you could have a bigger/another engine, but would it fit on the ship? I may be wrong but the assists equate to the likes of extra manuevering thrusters or like a nitro boost, things that wouldn't take up as much space as an entire extra engine or bigger engine. Shoot me if i'm wrong.
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I think it depends on how you design the ship. I mean, the ships with lots of armor and few gns could stand a good chance if they place all their guns around the back or center areas and reinforce the front with high-HP sections. The ship with lots of guns would be worn down while losing weapons, while the armored ship would also be worn down but without any loss in firepower.
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