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Sea Encounters: Ironclads [Discussion]

#81
(2018-08-12, 06:47 AM)EggsBenedict Wrote: >Can we store ammo on the turrets exclusively instead of in powder rooms? (Simulating ready powder and shells in the barbette)

>Are fleets allowed some extra resources for (and only for) spawnsticks?

Hmm...I don't see why not if you can put ammo on the turrets.

I've never used, and sorta don't know how spawn sticks work... How much do they usually cost?
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#82
So the only mention I've seen of resource limits is 35k in the fleet subclass, but assuming that that's the base value for all types... I don't think a single JBG Rudder with 3x small props turned to 60 degrees is viable for turning a full size 35k ship. It's just too clunky and it's difficult to get a turning circle smaller than 1km or so. It works fine for 17.5k ships, those are hilariously nimble, but the larger designs are too at risk of a DQ. I'd suggest increasing the total number of propellers allowed on JBGs to 6, and then limit that total to across the entire entry to scale it down for fleet entries.

Also, are we allowed to use laser combiners or missile controllers on turrets to trigger ACBs for AI shenanigans on approach, like TheBrisbyMouse's Curse does in SE BB?
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#83
What the heck site? Why aren't you showing the other posts beyond Eggs asking about spawn sticks? I swear this had better be just my phone...
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#84
[test]
[test successfull]
I feel cheese. Rules are in desperate need of refinement.
Makes things.
The fastest thing in the universe is sluggish... Years, decades, centuries from star to star.
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#85
(2018-08-12, 03:07 PM)Captain_Fox Wrote:
(2018-08-12, 06:47 AM)EggsBenedict Wrote: >Can we store ammo on the turrets exclusively instead of in powder rooms? (Simulating ready powder and shells in the barbette)

>Are fleets allowed some extra resources for (and only for) spawnsticks?

Hmm...I don't see why not if you can put ammo on the turrets.

I've never used, and sorta don't know how spawn sticks work... How much do they usually cost?

The stick may consists of
-Subvehicle spawner (50 materials)
-origin block (10? materials)
-any thing else from the 'blocks' tab to help position the spawner w/ regards to the point of spawning in (origin block).

To then use the subvehicle spawner;
-spawn in the vehicle theat needs to be attached
-press 'e', select the vehicle and click 'add to fleet'
-now both the stick and the vehicle must be sharing a single header, with the spawnstick set as flagship
-look at the subvehicle spawner, press 'q'
-pick the vehicle from the list, choose a spawn distance and orientation
-save the spawnstick

Note that the whole BP of the vehicle is now included in the BP of the spawnstick.

CRAM CRASH COURSE

(There is) A time to kill, and a time to heal; a time to break down, and a time to build up;
-Ecclesiastes 3:3
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#86
I can add that origin block isn't really needed, if you don't need to offset vehicle more than spawner's settings allow.
In BBrawl3 I used "stick" made of single wooden block with spawner. Probably it can work even being just a spawner.
Makes things.
The fastest thing in the universe is sluggish... Years, decades, centuries from star to star.
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#87
(2018-08-13, 03:11 PM)DraWay Wrote: I can add that origin block isn't really needed, if you don't need to offset vehicle more than spawner's settings allow.
In BBrawl3 I used "stick" made of single wooden block with spawner. Probably it can work even being just a spawner.

It does work with ti being jsut a spawner...


but if you also add an origin block, after that, you can make the subvehicle spawner end up a few kilometers north and up from the point where the spawnstick was originally spawned in (location of the origin block).  Angel

CRAM CRASH COURSE

(There is) A time to kill, and a time to heal; a time to break down, and a time to build up;
-Ecclesiastes 3:3
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#88
It's why I said - if you don't need to offset it too much )
Makes things.
The fastest thing in the universe is sluggish... Years, decades, centuries from star to star.
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#89
(2018-08-13, 03:39 PM)DraWay Wrote: It's why I said - if you don't need to offset it too much )

No matter how far you want the subvehicle spawner to exist away form the origin block, the spawnstick itself will only ever cost 60 (spawner + origin).

Oh, the magic of notepad...


But Im not sure how that will be allowed here.

CRAM CRASH COURSE

(There is) A time to kill, and a time to heal; a time to break down, and a time to build up;
-Ecclesiastes 3:3
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#90
THERE WE GO! Finally it shows the other posts!

@Farram: Well, early ironclads were absolute crap at turning... Hmm. I could allow that... So it'll be 2 props for a full fleet of four...

Uh...I suppose I could... It'd help with the broadside ships. But it'll need to be placed where the captain would be. Wink

Alright...for spawn sticks I'd say any amount related to that is allowed. -shrug- It makes sense anyhow. BUT for fleets only. If it's a single ship, no spawn stick is allowed.

No note-pad editing allowed.
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