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PostPosted: Wed Dec 24, 2008 8:43 pm 
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Been making a bunch of ships on my own for a while, totally disconnect from the community. I don't know how to do any of the fancy special effects yet. Here's the first ship I've made I felt was worthy enough for some kind of submission to the forums. It's an Aegis brick with two heavily modified tachyon cannons and Pulsars as well as 6 slightly modified blasters and 4 slightly modified pulse turrets. I've tried to keep the power level above standard ships without being entirely broken. This is a mostly forward firing vessel with trouble turning. A small set of fighters can flank its rear and take out its shields in a few moments leaving the rest of the ship almost entirely vunerable. One-on-One it's more than a match for any other ship built to the same power level, but anything more and it quickly finds itself in dire need of support. The Golden Warship's main guns, the Tachyon 'Burst' Cannons, fire singular static bolts straight through hostile targets dealing damage like a high powered railgun with infinite depth. The "Stardust" Pulsars have been modified to fire 50 shots each at a wider scatter range. The pulse turrets were modified for increased range with the firing rate altered to taste. The blasters' ranges were also altered.

Basic Plot:

The Golden Warship is the Flagship of the Otan Imperial Navy. In the first years of Otanian space exploration, they had found this vessel buried deep within the moon orbiting their planet. It had been destroyed and left behind as a monument to some forgotten war. They dug out the alien ship and advanced their own technology literally lightyears ahead of time. Most of the ship was in ruin when they found it. The reactor was damaged, the structure was unsound, but within 3 generations they had the ship running to optimum efficiency. On their first successful activation, the ship's hull shimmered to life with a glowing energy shield earning it the title of The Golden Warship. A black-box within the heart of the vessel activated sometime shortly after and projected the ship and it's new crew across the galaxy. It was unknown to the crew at the time but the Golden Warship was programmed to jump home should it find itself in critical danger if it was still functionally capable, but the alien race that created the Golden Warship, that called this strange star system their home, had been vanquished long ago and its homeworld was now occupied by their victorious enemy, the "Qor." A millenia of relative peace had made the Qor soft, but they were still as antagonistic and vicious as ever. They became hostile immediately on first contact and opened fire on the crew of the Golden Warship. The more war-worthy Otanians beat out the small Qor armada with superior tactic in the face of overwhelming firepower and jumped home as soon as they could, unaware of the trail of bread crumbs they'd left, leading the Qor back to Ota.

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PostPosted: Wed Dec 24, 2008 11:41 pm 
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If this is a ship topic, which it is since there's a ship in it, this belongs in the Shipbuilding forum.

/me moves it there.

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PostPosted: Wed Dec 24, 2008 11:55 pm 
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Your fleet must be scaled very small if you use THAT as a flagship.


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PostPosted: Thu Dec 25, 2008 12:01 am 
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It's bigger than a hecate, so I guess it's stock size or slightly bigger.

On the ship; you do know that aegising a part makes it virtually indestructable, right? Nothing stock is gonna defeat that, and that's not necessarily a good sign.

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PostPosted: Thu Dec 25, 2008 12:38 am 
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Nice!
But kinda overpowered and lightly armed to be a worthy flagship on the forums. (comparing to all other flags/caps here.) Althought the looks are great, this thing is virtually indestructable just as ArcaneDude claims. Virtually, but it should be posible with some of mine or with light fighters.
You did keep to the basic rule of armament though. Less is more!

Keep up with ships looking like this but without that much aegis and you will be alright!


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PostPosted: Thu Dec 25, 2008 1:19 am 
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I spy with my little eye...some floating sections.

Also, while the Aegis does make it near-indestructible, note where the generators are. In the back, exposed. Some maneuvering could easily knock out the shields, making it vulnerable.

All in all, not bad at all.

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 Post subject: mod weapons
PostPosted: Thu Dec 25, 2008 2:33 am 
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I have just been reading the back story and it says: 50 shot pulsar, heavy main guns, modified other weapons as well. Flanking it would only be possible if you actually teleported behind it. This thing will take down entire dreadnoughts. Only 3 things have a chance; light fast fighters, lucky teleporters and a dread with pin point accuracy. As the last one would be cheaty, that leaves just 2 ways.

Slightly overpowered but I keep with my primary verdict; Nice, although too heavy to be fair.


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PostPosted: Thu Dec 25, 2008 3:17 am 
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Well, at least the aegis generators are all vulnerable in the back.
Naturally it all depends on the scaling of his fleet. And maarten, sniper-accurate dreadnoughts are not cheaty. They make sense. On a ship that size, you have room to install the necessary gyros to make sure your shot goes where you aimed. You spent all that money on the ship, it better hit its target.

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PostPosted: Thu Dec 25, 2008 12:50 pm 
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Thanks for the move, this was more a backstory thread so I thought it should have gone in the other place. Whatever works.

The floating sections are there because I felt it made it seem more alien. Weird floaty anti-grav, I don't really know. No other ship in the Otan fleet has floating sections.

It's exactly 250 pixels in length and roughly 300 pixels wide. The Pulsars are set to scatter pretty wide so they don't do as much damage as it seems they would. If I shoot at a duplicate Golden Warship it will blanket the entire front surface.

As for the Aegis, Missiles and Plasma torpedos still puncture while tachyon and weasel guns tend to find their ways inside nooks on the ship. These also tend to be most of the weapons used by the Qor. Storywise this ship gave the Otanians shield and warp technology. Both aren't technologies they could reverse engineer well. Other ships with shielding are either primarily shieldships or get normal deflectors and only the Shockpoint has a short-range jump capability like the Golden Warship.

I work with 4 classes, Flagship, Battleship, Destroyer, and Fighters. Destroyers are about Hecate size, like my Shockpoint. A 100 damage weapon isn't unheard of but I reserve those for spinal weapons or ships with a primary purpose but a major weakness. The rest of my ships are constantly tested against the standard vessels for balance (if they win but not by much, they're good).

Flanking is quite possible, none of the ship's weapons point to the back of the ship and only the Pulsars and 4 of the smaller weapons can point to the sides, coupled with a slow turn rate the Golden Warship absolutely needs support ships. The two flak guns have a hard time defending the ship from the rear when another battleship is on the field since my battleships tend to pump a lot of ammo.

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The Icarus (top-middle) was designed and manufactured pre-GW, as can be seen by it's lack of shielding and use of heavy plating for protection. The Icarus only received minor benefit from the new-age metals engineered after the discovery but remains as one of the Otanian fleet's primary destroyers. Long range, accurate and agile it does well on the frontlines.

The Shockpoint was Otania's first design made almost exclusively from technology found within their moon. It stands as a sharp contrast of technological innovation and use to the Icarus. Capable of pinpoint short-range jumps, it sports 4 simplistic beam weapons, making it capable of surgically destroying hostile targets. It is a slow ship compared to the Icarus, but it can turn to bare its weapons in an instant. The Otanian fleet quickly discovered the financial costs of maintaining a hardcore forerunner-exclusive fleet and opted for merely supplimenting their fleet with these new technologies in later ship models. The kind of reactor needed to provide energy enough to maintain the 4 constant-emission laser cannons and the energy needed to split space itself apart means producing even a single Shockpoint is a sizeable expense so there aren't many in the fleet. Still, it remains as one of the Otan's more powerful, and tricky, destroyers.

The Eegoth is a Qor Battleship. Little is known of this new enemy so all ships reported are eye-witness only. It is unknown if this could be considered the enemy flagship. Flagship or no, it is a powerful vessel designed almost exclusively around the concepts of bending gravity. The ten generators positioned strategically around the ship create a bubble capable of slowing most projectiles to a standstill leaving them easy pickings for point defense. A single Eegoth can halt all fire from the Golden Warship, leaving it once again vulnerable without support. If a generator should be damaged, the production facility at the core of the Eegoth is capable of making more, though short lived, gravity generators to temporarily replace them. Other noteable features are its ability to shut down enemy ships and draw the helpless creatures into it's maw.

The Icarus has a speed and turn of 2.4 and 1 and 350 HP while the Shockpoint is 1/4 and 250 HP. Their weapons and defenses are entirely stock.

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PostPosted: Fri Dec 26, 2008 1:00 am 
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They're nice, I don't like their shapes though.
At the blue ship: Too many impeders.


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PostPosted: Sat Dec 27, 2008 3:17 pm 
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Eegoth started out with me just messing with ship builder. Im surprised no one's attacked it on the multiple-same-part-useage front. I wanted to see if multiple impeders could halt a bullet entirely...found out it could. From there I wanted to make a battleship that pulled in other ships and slowly 'ate' them with as few weapons as possible. Imagine you're some poor gunner on the lucky ship what gets pulled in, you and all you're buddies are firing away but nothing's working, the countless rounds of ammunition dissappear into the void of space between your barrels and the enemy ship while small lasers slowly cut up the hull from the outside. The Qor was and still is all about destroying moral so the Eegoth was designed around slow depressing defeat. Then I thought waves from that weird gun looked kind of like freaky aliens made out of plasmic energy (or something like that) and that it would be creepier seeing a bunch of manta-like energy angels floating about the ship incinerating everything they touch.

I also use the Eegoth to mess with the guns for the hell of it. I stopped a long-life tachyon bolt completely and it turned into a space-mine slowly cutting up an enemy ship that happened to float by it. The ship has an issue with turning and speed like most of my battleships so fighters or any kind of support once again intereferes with staying power. 3 small fighters. 2 destroyers. 1 battleship and 1 fighter. Any particular combination tends to throw the Eegoth off. And with it's chain-parented arms, a blast toward the central sections of the ship is likely to remove pretty much half of the impeders, one of its main guns, (which are incredibly slow to reach targets that often misses if they happen to be flanking anyway) and all those ships currently blasting away are going to have a lot more successful hits really fast. I likes me my ships weird and somewhat self destructive.

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Last edited by Rahnzan on Sat Dec 27, 2008 3:48 pm, edited 1 time in total.

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PostPosted: Sat Dec 27, 2008 3:39 pm 
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Maybe you can use one or two modded impeders on the Eegoth.
Though it breaks the back story.


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PostPosted: Sat Dec 27, 2008 4:05 pm 
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LukeRM wrote:
Maybe you can use one or two modded impeders on the Eegoth.
Though it breaks the back story.


Actually it wouldn't. It's story is a gravity bending warship. The number of generators it uses isn't exactly the important quality of the ship. I would just mod two Impeders to do all the work (or even just one) but then I lose the slowly diminishing effects of blasting off the arm pieces. Instead of going to a slow death it becomes a dead stop. I tried just lessening the impeders I had regardless of strength and even with one less impeder if so much as one tiny fighter shows up on the scene more than it can handle it dies catostrophically in an instant.

I'm no good at modding those devices anyway, can't find something that works, so playability wise I like where it is now.

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