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 Post subject: Wicky's Assorted Ships
PostPosted: Fri May 01, 2009 6:08 am 
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Terran Republic: First Generation
Two decades ago, during one of the many interstellar wars that humanity managed to get into, a faction of political dissidents broke away from Terran jurisdiction. Declaring themselves an independent Republic they quietly slipped away from Terran attention, protected from reprisals by the waging war.

Their technology was antique in many places - underpowered ship reactors, old weapons systems, inferior sensors - the list goes on, seeing as the region that broke off was commonly used as a retirement pasture for ships well past their prime. However, the political aspirations of the Republic captured the imagination of a certain area of the educated classes, and over time there was a not insignificant movement of intellectuals and scientists from Terra to the Republic - albeit through clandestine channels.

Since their split, the Republic basically became a scientist's playground; a relaxed socialist government, plentiful resources and a happy populace gave itself well to technological advancement. Gradually the old fleet was upgraded and replaced, and the Republic gained a fleet worthy of defending its few planets.
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This is the first generation of this fleet, being the ships developed shortly after the Republic split from Terra, or taken with the radicals as they left. In some cases, the blocky design is intended as a representation of the antiquated state of much of the fleet... though admittedly some are a little sub-par.

I've intentionally gone with low section counts, small ship sizes and stats only somewhat above stock to keep everything playable n fun - they're not aesthetically staggering, hundred part masterpieces, just a bit of fun.

The colour scheme is three part house colours: Grey is colour 1, Light Blue colour 2, and Dark Blue colour 3.

The Archon will only work if the Folder is extracted to your BSF directory - otherwise you'll have to go through the SM file and redirect the links to the Asp.

Hopefully the pack includes all the custom sections used - thanks to Kiran and Arc.

Also, not sure why the pics are a bit blurry - they're PNG n all... photoshop acting up or something? Meh...
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Asp: Strike fighter, equipped with kinetic machine guns and light missile racks. Intended for an interceptor/harassment role

Abrupt: Corvette, equipped with an emp torpedo launcher and twin burst lasers. Performs poorly alone, and even in a support role is of limited use - but if its torpedo strikes home then bringing it along becomes worth it.

Ascend: Corvette, equipped with four cold-launch missile tubes. Capable of rapidly saturating a target with light missile fire, though faster targets can evade its fire.

Arbiter: Heavy Corvette, equipped with two cold-launch missile tubes and four burst lasers. Effective at engaging a range of targets, this versatile ship is often used for remote patrols.

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Avalon: Destroyer, equipped with twin railguns, two long-ranged missile rack and a single deflector. A compact light destroyer, the Avalon is best suited to sniping weapon systems from behind a corvette screen as it is lacking in the firepower to go toe-to-toe with other ships from its class.

Arcas: Heavy Destroyer, equipped with a burst laser cannon, twin cold-launch missile pods, two long-ranged missile racks and two deflectors. An ancient relic, the Arcas has survived almost three decades of service through ease of upgrade and rugged durability. Its main cannon is taken from the Armageddon, providing the Republic with a ship capable of delivering battlecruiser firepower to any field at minimum cost.

Armageddon: Battlecruiser, equipped with a 'Yamato' penetrating explosive cannon, two burst laser cannons, two twin blaster batteries and a deflector. The ageing mainstay of the Republic's fleet, this ship has tremendous first-strike power, backed up by the hull strength to weather the reprisal.

Now, the big guns:
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Atlas: "Juggernaut" Battleship, equipped with five burst laser cannons, two wing-mounted heavy burst cannons, six blaster batteries, two long-ranged missile racks, and four deflectors.

A redesign of the Archon's hull, the Atlas was intended to use cataclysmic firepower to overwhelm an enemy's defences rapidly and effectively. However, the Archon hull proved flimsy, even with reinforcement. With armour rated only a little above the battlecruiser's, the Atlas is something of a glass knife and so avoids battles where a rapid victory is unlikely.

Archon: "Mothership" Battlecarrier, equipped with two burst laser cannons, two blaster batteries, two long-ranged missile racks, a phase emp torpedo launcher, a deflector and eight Asp strikefighter launch tubes.

Only two of these ships were built when the Republic split, both prototypes that were abandoned due to reactor faults and maintenance costs. Adopted by the Republic, with refits and upgrades they proved to be competent capital ships, and eventually the Republic became able to produce their own. The sheer resource and time cost, however, means that these ships are rare and are not often risked in battle.

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Last edited by Wicky_42 on Fri May 29, 2009 1:18 am, edited 5 times in total.

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PostPosted: Fri May 01, 2009 6:18 am 
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Nice ships. Especially the Arbiter.

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Armageddon: Battlecruiser, equipped with a 'Yamato' penetrating explosive cannon, two burst laser cannons, two twin blaster batteries and a deflector. The ageing mainstay of the Republic's fleet, this ship has tremendous first-strike power, backed up by the hull strength to weather the reprisal.


Oooooh.
Starcraft.
And don't even try to say it isn't.


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PostPosted: Fri May 01, 2009 6:23 am 
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Dammit, Nutcase - you sussed me out ;P I was watching SCII, but couldn't be arsed with a fanship - but it realised would make a nice fleet starting point, heh.

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PostPosted: Fri May 01, 2009 7:00 am 
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You gave me an idea.
...Thanks...


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PostPosted: Fri May 01, 2009 8:31 am 
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Excellent fleet. The only one that I don't like is the Avalon, it looks out of place with the rest.

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 Post subject:
PostPosted: Fri May 01, 2009 9:19 am 
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Last two ships take the cake.


Virtually flawless. That's all I have to say for now.


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PostPosted: Fri May 01, 2009 9:19 am 
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Well, we all know where the Armageddon was derived from. However, I think the Armageddon is a little small for the name "battlecruiser." It's not even half the size of the juggernaut. Other than that, though, it's an excellent fleet, especially the juggernaut and mothers hip,

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PostPosted: Fri May 01, 2009 3:35 pm 
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Actually it depends on the size of the battleships.
A battlecruiser is essentially a battleships that traded armour for speed.
So in a way it really depends on how oversized the juggernaut is.


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PostPosted: Fri May 01, 2009 4:50 pm 
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What Nutcase said. In this fleet, the Battlecruiser is a very old design taken from an upgraded heavy cruiser equipped with bigger guns. The Juggernaut, on the other hand, is derived from a large modern prototype battlecarrier - the size disparity is intentional.

Thanks for the positive comments so far - I'm working on a second generation that should be a significant overhaul of these designs.

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PostPosted: Sun May 03, 2009 4:17 am 
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Terran Republic: Second Generation

Taking the concepts and functions of the original fleet, Republic scientists worked hard for many years evolving, working and re-working their designs and technology. Developments in automation drastically reduced the manpower requirements, allowing internal spaces to be reduced, and a massive increase in reactor and ship drive technologies drastically increased all ship's velocity and manoeuvrability, and the additional power made laser weapons on smaller ships much more effective.

In addition to the technical progress made, a formalised designation structure was introduced, assigning ships with an alpha-numeric class designation. The letter stands for the ship class - C for corvette, D for destroyer, B for Battleship. The number is more arbitrary, derived from the order in which projects were undertaken.
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The Second Generation are intended to represent a large aesthetic shift from the original fleet, the result of unfettered design and research to produce a new fleet to replace the old in defending the Republic. Whereas the old fleet was essentially what the fledgling Republic could scrounge, mostly ancient or decrepit designs, the new fleet has been purpose built to represent the new face of the Republic, displaying an air of sophistication and elegance that the Republic feels it has.

All ships now have thrusters, making for more tactical options and interesting battles.

Colour scheme remains the same as before - all house colours.
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S1 Asp: Strike Fighter, equipped with two light pulse lasers and light missile racks.
Taking advantage of huge advancements in laser technology, the S1 is now far more effective against small targets, and the light penetrating nature of lasers has proven effective at burning through light armour.

C1 Azure: Laser Corvette, equipped with four pulse lasers.
The prototype Abrupt EMP Corvette design was dropped as a result of its temperamental performance and resource-intensive ammunition. In its place the Azure Laser Corvette was introduced, taking advantage of the latest high efficiency laser technology and mounting it on a rapid response chassis capable of running rings around last generation warships.

C2 Ascend: Missile Corvette, equipped with four cold launch missile racks.
A descendent of the original Ascend in name and function only, the C2 is much faster both in speed and response time - as with all second generation ships. Its armament has been improved as well, with higher yield warheads and better thrust vectoring increasing their performance, despite the reduction in salvo size.

C3 Arbiter: Heavy Corvette, equipped with four pulse lasers and two cold-launch missile racks.
Taking the best elements of the other two corvettes and combining them with an increased armour rating, the new Arbiter is fast and brutally effective in small skirmishes

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Last edited by Wicky_42 on Fri May 29, 2009 1:19 am, edited 1 time in total.

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PostPosted: Wed May 06, 2009 2:54 am 
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Terran Republic: Second Generation continued

Continued development of the fleet has resulted in an overhaul of all the main front-line warships - a transitional period not without its dangers. Normally conducted over many years, as older ships come to the end of their working lifetime, the Republic's technological leaps forward meant that the old destroyers were so hopelessly obsolete that even just half as many of the new vessels would have the same battlefield clout.

In a production blitz unheard of outside of war time, the Republic was able to decommission their entire old fleet in just a few months
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The grey is now fixed for all ships, but the blues are still house colours 2 and 3.

In other news, custom weapon effects and turrets are fun!
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All destroyers are armed with two missile racks, mounted within the rear engine housing.

D1 Actual: Laser Destroyer, equipped with a deflector, four pulse lasers and a repeating pulse cannon.
A versatile destroyer that takes maximum advantage of the Republic's efficient laser systems, the D1 excels against smaller ships, as well as larger ones reliant on point defence. Its main gun carries sufficient charge for two rapid, slightly reduced cycles at the cost of a longer recharge sequence - a trade-off being explored for its versatility in the field against smaller craft.

D2 Avalon: Rail Destroyer, equipped with a deflector and two railguns.
Essentially a support destroyer, the D2 works well within a group of other ships at sniping enemy weapon systems, drastically reducing their combat efficiency. Republic scientists are unsure whether this role should be the sole purpose of the ship, but until research into reducing the power requirements of the railguns has been completed, little can be done to give the Avalon more firepower.

D3 Arcas: Heavy Destroyer, equipped with two deflectors, two cold-launch missile bays and two pulse cannons.
Stretching the destroyer power grid to the maximum, the D3's weaponry is fearsome indeed. The twin pulse cannons are only slightly less powerful than the B1's, making this a fearsome foe capable of bringing heavy firepower rapidly to any battlefield.

B1 Armageddon: Battlecruiser, equipped with two deflectors, two missile racks, two twin blaster batteries, two pulse cannons and a Yamato cannon.
Fitting the same role as its first-gen relative, the only real change is that the B1 does it better. Faster, more powerful, tweaked and tinkered with, the Armageddon lives up to its name. Many foes don't even make it past the Yamato cannon's first barrage, and of those that do the last thing they see is the flare from the Battlecruiser's pulse cannons.

A little redesign:
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The new Asp design resulted from an in-house competition within one of the research labs, itself the result of an off-hand comment made in the media about the old design (relatively unchanged from the first generation) "not being spiky enough". Although aero-dynamics in space are somewhat redundant, the sharply angled surfaces do benefit laser and kinetic reflective armour - and, as the judges commented, they do "look pretty damn cool".

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Last edited by Wicky_42 on Wed May 13, 2009 3:03 am, edited 1 time in total.

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PostPosted: Wed May 06, 2009 3:00 am 
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The strike fighters look vague, very vague.
Turreted fighters...? I could call it for bombers, but fighters themselves are kinda out of the concept.


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PostPosted: Wed May 06, 2009 4:09 am 
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I think they look fine, though not layering the turrets was a mistake.

Turrets on a fighter makes perfect sense - afterall, the fighter's moving fast, as are its targets, which means it needs to be able to rapidly re-target its weapons (particularly in BSF). Locking its weapons to only forward arcs is pointless - at the speeds they go at they wouldn't even recognise a target before they're past it, so they'd never get a shot off, the they're pretty damn squishy anyway.

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PostPosted: Wed May 06, 2009 4:15 am 
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A trick I've found quite effective is using a minimissile driver with no rotation but an appropriately sized launch arc. It works quite well for fixed fighter guns.

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PostPosted: Wed May 06, 2009 4:42 am 
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hmm, nice idea indeed - and you could give it longer range so it would acquire targets on time... I'll have to give that a shot, though it works fine atm (lasers and dogfights... just so shiny...)

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