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Changing Tides - Archived pre-subforum thread

#31
Well, got another toy for ya. This isn't the secret idea that I have, but it will play a role in it Wink. Go ahead and make any changes you like, however I highly recommend that you don't touch the ACB's! They are integral to it's continued existence!


Attached Files
.blueprint   Corsair Class Drone Hydroship.blueprint (Size: 90.15 KB / Downloads: 29)
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
Reply

#32
(2016-05-14, 03:22 AM)Gaurdian23 Wrote: Well, got another toy for ya. This isn't the secret idea that I have, but it will play a role in it Wink. Go ahead and make any changes you like, however I highly recommend that you don't touch the ACB's! They are integral to it's continued existence!

I like the overall look of the Corsair, along with its very nice missile system, but there's a few issues with it:
It's practically made out of repair bots and tentacles. I'm trying to keep those to a minimum on OWC designs, with an emphasis on shields, smoke and anti-missile systems, so ditch most of the bots. Keep the repair tentacles though.
Made of single blocks. This is the big issue. Going over the design and replacing most of these single blocks with beams will make it put less stress on the computer. It's not going to be an issue on its own, but in a fleet with multiple other ships, having such a high block count for its size will start to cause problems. There's a tool to do this automatically in this thread, since doing it by hand on larger builds will be soul-destroying.
Rudders and turning propellers aren't doing anything. The rudders are blocked by the main propellers, and the turning propellers spend most of their time out of the water. My experiences with hydrofoilships is that jets mounted on the main body work better for turning in a stable manner.
Tracking systems on the top - these don't actually work in the current version of the game. Having more missile warners in their place would give it some redundancy in case the other ones are damaged.

On the other hand:
LAMS system is excellent. No issues there.
Surge protectors - AI factions don't use EMP by and large (except the last one), but this is still a good design choice since the player probably will.
Lots of storage space - By this point, I'm thinking this could be used as a mini-drone factory like the Twin Guard's carriers. It certainly has the resource capacity to fill that role.

All in all: It's better fitted to being a support drone than a combat one, thanks to its abundance of repair tentacles and effective LAMS system. Interested in seeing what the secret idea is.
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#33
(2016-05-14, 09:51 AM)StahlSentinel Wrote:
(2016-05-14, 03:22 AM)Gaurdian23 Wrote: Well, got another toy for ya. This isn't the secret idea that I have, but it will play a role in it Wink. Go ahead and make any changes you like, however I highly recommend that you don't touch the ACB's! They are integral to it's continued existence!

I like the overall look of the Corsair, along with its very nice missile system, but there's a few issues with it:
It's practically made out of repair bots and tentacles. I'm trying to keep those to a minimum on OWC designs, with an emphasis on shields, smoke and anti-missile systems, so ditch most of the bots. Keep the repair tentacles though.
Made of single blocks. This is the big issue. Going over the design and replacing most of these single blocks with beams will make it put less stress on the computer. It's not going to be an issue on its own, but in a fleet with multiple other ships, having such a high block count for its size will start to cause problems. There's a tool to do this automatically in this thread, since doing it by hand on larger builds will be soul-destroying.
Rudders and turning propellers aren't doing anything. The rudders are blocked by the main propellers, and the turning propellers spend most of their time out of the water. My experiences with hydrofoilships is that jets mounted on the main body work better for turning in a stable manner.
Tracking systems on the top - these don't actually work in the current version of the game. Having more missile warners in their place would give it some redundancy in case the other ones are damaged.

On the other hand:
LAMS system is excellent. No issues there.
Surge protectors - AI factions don't use EMP by and large (except the last one), but this is still a good design choice since the player probably will.
Lots of storage space - By this point, I'm thinking this could be used as a mini-drone factory like the Twin Guard's carriers. It certainly has the resource capacity to fill that role.

All in all: It's better fitted to being a support drone than a combat one, thanks to its abundance of repair tentacles and effective LAMS system. Interested in seeing what the secret idea is.
Alright, I'll begin work replacing the repair bots and single blocks. That's odd that the rudder isn't working, on my end it says it's fine but that's my end, so I'll go ahead and keep it (so that way it won't flip out about having no turning) and just add turning thrusters (as well as remove the turning props).
Alright, I didn't know that lol. (The Tracking systems) I might replace them with missile warners, but I'm just curious when they'll implement that (since it seems like it'll help significantly).

Ironically it's actually one of my lesser designs when it comes to LAMS lol, I have one where only a huge missile spam will get through (I swear I'm only slightly paranoid about missiles Wink )
I came to the same conclusion too, I actually sent it and my fleet to take out the DWG Home base and well.... the only thing it did was crash into my capital ship and send it to Davy Jones Locker (since I have the ACB's telling it to go forward constantly, which I'm changing for darn sure) meanwhile the other two kept doing circles and repairing to an extensive degree. Which actually brings me to a problem with the missiles I noticed, apparently I forgot to change their default settings so unless the enemy ship is directly in front of it, it won't fire. Don't know if you exactly want that since those missiles (which I've nicknamed Shadow SRBM's) have a range of (I think, can't remember exactly since it's either the Shadow SRBM's or the Seagull SRBM's) 5-6km. I'm also contemplating putting on an anti-air weapons (since it's gonna be a support role), which I'm not 100% sure of what it'll be.
I'll post a teaser once I have the basic's of it done Smile .
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
Reply

#34
I actually have something else as well if you want it. You talking about the Twin Guard and mini drone's reminded me of it, and as such I've begun wiping the dust off of her. Her original purpose was to provide me the Air superiority over the DWG and later the White Flayers, but my Coepi class Light Frigates proved too much for the DWG flyers. However I'm willing to begin reworking her (since I stopped making her once I gained the upper hand). She's the Transcend class Aircraft Carrier, capable of launching however many aircraft you need (currently 6 OP Macro-fighters courtesy of Skullsploder), while simultaneously providing the firepower to knock them out of the sky (at least her original purpose was, all she has right now are 6 50mm Gatling cannons firing rounds aircraft are allergic to).
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
Reply

#35
(2016-05-14, 03:34 PM)Gaurdian23 Wrote: I actually have something else as well if you want it. You talking about the Twin Guard and mini drone's reminded me of it, and as such I've begun wiping the dust off of her. Her original purpose was to provide me the Air superiority over the DWG and later the White Flayers, but my Coepi class Light Frigates proved too much for the DWG flyers. However I'm willing to begin reworking her (since I stopped making her once I gained the upper hand). She's the Transcend class Aircraft Carrier, capable of launching however many aircraft you need (currently 6 OP Macro-fighters courtesy of Skullsploder), while simultaneously providing the firepower to knock them out of the sky (at least her original purpose was, all she has right now are 6 50mm Gatling cannons firing rounds aircraft are allergic to).

As long as it can be raised up on hydrofoils, is rather fragile and dies very shortly after things start getting through its shields and LAMS, it'll fit nicely. The OWC ain't quite the Twin Guard, they don't use repair cheese, overuse missiles and can't stand the thought of coming into contact with the outside world.
I would prefer advanced cannons on OWC ships to be kept to a bare minimum for when missiles don't cut it.

I should probably do a lore post for them.
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#36
(2016-05-14, 02:38 PM)Gaurdian23 Wrote: Alright, I'll begin work replacing the repair bots and single blocks. That's odd that the rudder isn't working, on my end it says it's fine but that's my end, so I'll go ahead and keep it (so that way it won't flip out about having no turning) and just add turning thrusters (as well as remove the turning props).
Alright, I didn't know that lol. (The Tracking systems) I might replace them with missile warners, but I'm just curious when they'll implement that (since it seems like it'll help significantly).

Ironically it's actually one of my lesser designs when it comes to LAMS lol, I have one where only a huge missile spam will get through (I swear I'm only slightly paranoid about missiles Wink )
I came to the same conclusion too, I actually sent it and my fleet to take out the DWG Home base and well.... the only thing it did was crash into my capital ship and send it to Davy Jones Locker (since I have the ACB's telling it to go forward constantly, which I'm changing for darn sure) meanwhile the other two kept doing circles and repairing to an extensive degree. Which actually brings me to a problem with the missiles I noticed, apparently I forgot to change their default settings so unless the enemy ship is directly in front of it, it won't fire. Don't know if you exactly want that since those missiles (which I've nicknamed Shadow SRBM's) have a range of (I think, can't remember exactly since it's either the Shadow SRBM's or the Seagull SRBM's) 5-6km. I'm also contemplating putting on an anti-air weapons (since it's gonna be a support role), which I'm not 100% sure of what it'll be.
I'll post a teaser once I have the basic's of it done Smile .

Considering that I'm terribad at making long-range missiles, the current ones will do nicely, although if you could ditch any and all EMP warheads that would be nice. On the subject of firing restrictions, probably best to have them fire whenever they can turn to hit the target.
With regards to anti-air, a single small missile array or advanced cannon system will do fine. With the spawner fitted it'll be pumping out aerial drones with some anti-air capability, so it's not a priority. Besides, the laser missiles may well end up heading toward flying enemies anyway.
Don't worry about the "always go forward" ACBs. All the OWC designs that touch the water have them, with the exception of drones.
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#37
Well I'm done remaking them, thanks for that tool btw! That helped greatly!
Say Hello to the Transcend class Aircraft Carrier:

[Image: 29Qgcdy.jpg]

She originally was meant to fufill my needs as an Aircraft Carrier, however I think that any one of the factions will like to have her. Saying that though, she cannot take too many hits. Matter of fact I'd keep her behind while the aircraft she spawns does the work for you, her weapons will of course help against the aircraft and very lightly armored ships and fortunately can be easily removed if you want!

Also I've redone the Corsair, she is now made out of beams where ever possible and I decided to not make another missile system due to space but I have added vehicle subspawners so she can spawn aircraft.

Furthermore I don't know if you want this but I on accident made a drone when I was attempting to revamp the Sea Python for my needs so I'll just drop that here as well.

Sadly if you want shields your gonna have to add them, I actually try to avoid them since most my engine designs are terrible (and I personally don't 100% like them, don't know why Undecided ) sorry!


Attached Files
.blueprint   Corsair Class Drone Hydroship.blueprint (Size: 71.77 KB / Downloads: 24)
.blueprint   Transcend class Aircraft Carrier 2.blueprint (Size: 521.17 KB / Downloads: 33)
.blueprint   SeaPython Aerial Drone.blueprint (Size: 34.71 KB / Downloads: 29)
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
Reply

#38
(2016-05-14, 08:00 PM)Gaurdian23 Wrote: Well I'm done remaking them, thanks for that tool btw! That helped greatly!
Say Hello to the Transcend class Aircraft Carrier:

[Image: 29Qgcdy.jpg]

She originally was meant to fufill my needs as an Aircraft Carrier, however I think that any one of the factions will like to have her. Saying that though, she cannot take too many hits. Matter of fact I'd keep her behind while the aircraft she spawns does the work for you, her weapons will of course help against the aircraft and very lightly armored ships and fortunately can be easily removed if you want!

Also I've redone the Corsair, she is now made out of beams where ever possible and I decided to not make another missile system due to space but I have added vehicle subspawners so she can spawn aircraft.

Furthermore I don't know if you want this but I on accident made a drone when I was attempting to revamp the Sea Python for my needs so I'll just drop that here as well.

Sadly if you want shields your gonna have to add them, I actually try to avoid them since most my engine designs are terrible (and I personally don't 100% like them, don't know why Undecided ) sorry!

I'll have a look at these when I have the opportunity.
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#39
Okay, I've had a look at them now.

The revamped Corsair - Much better now, although still very unusual by OWC standards. The odd heliblade is fine, and I'm alright with it having the current number of repair bots instead of shields due to its focus on repair and construction. Corsair may not be the most fitting name for it though, but it's certainly OWC enough to make it.

The sea python drone (air python?) - This thing is ridiculous. I like it very much for its silliness and as such it fits the ramshackle nature of the Reefback Wreckers to a T. May integrate (with some modifications) as the Flying Fish, if I can.

The Transcend - This one's a bit of an enigma to me. Style-wise, it's closer to what I have planned for the Venom Lance (who will be using conventional-looking battleships with laser armaments and ramming tactics), but has the misfortune to be built of wood. It doesn't really fit with any of the factions I'm afraid, though the use of teleport pads to get around the ship is something I ought to use for the larger OWC builds.
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#40
(2016-05-16, 06:05 PM)StahlSentinel Wrote: Okay, I've had a look at them now.

The revamped Corsair - Much better now, although still very unusual by OWC standards. The odd heliblade is fine, and I'm alright with it having the current number of repair bots instead of shields due to its focus on repair and construction. Corsair may not be the most fitting name for it though, but it's certainly OWC enough to make it.

The sea python drone (air python?) - This thing is ridiculous. I like it very much for its silliness and as such it fits the ramshackle nature of the Reefback Wreckers to a T. May integrate (with some modifications) as the Flying Fish, if I can.

The Transcend - This one's a bit of an enigma to me. Style-wise, it's closer to what I have planned for the Venom Lance (who will be using conventional-looking battleships with laser armaments and ramming tactics), but has the misfortune to be built of wood. It doesn't really fit with any of the factions I'm afraid, though the use of teleport pads to get around the ship is something I ought to use for the larger OWC builds.

Thank you, you can change the name if you like. I was honestly thinking of renaming her the Purifying mother (since she spawns in her little drones).

Lol, yea I didn't intend to make the Seapython (btw I like the name Airpython, fit's more than what I was gonna rename it to) that way! It just suddenly took off and I couldn't help but continue working on it.

Thanks to that tool I can real quick make her out of metal beams if you like, the only reason she currently is made out of mostly wood is due to my metal shortage in my campaign Undecided (have defeated the entire DWG for the second time and for some reason this time I'm completely out of metal, meanwhile before I had so much metal I didn't know what to do with it).

Also the secret project has gone by the wayside temporarily, I lack the required skill in engines to make her......effective. SO I'm either gonna download the IreLan engines and make do, or experiment with engines and see what I come up with.
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."
Reply



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