Prancer
Junior Member
Jousting in space. We're all Knights of the Stars.
Posts: 57
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Post by Prancer on Nov 11, 2019 3:44:39 GMT
I'm curious if & how the designs by players here on the forum have changed since the last major thread on doctrine. I thought it'd be awesome if we had a sort of "Fleet Review" where everyone posted the designs that would make up their fleet if this was a strategic war game. Tell us about your ship & drone classes, and what they are armed with, what their propulsion is, and what propellants they use. If desired also give strategic background & intended home port as well as any mods used: inner system combat fleets will differ from outer system combat fleets. Ditto with planetary defense fleets verses system-wide power projection fleets.
If nothing has changed, I think this is also a great opportunity to document our fleets in detail as a one place stop that can be maintained & updated.
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Post by jageriv on Nov 17, 2019 7:15:24 GMT
Unfortunately, I'm sorta only getting back into the game from basically a full reset (good way to replay it), so my designs and any sort of doctorine is quite animic. I'm designing something through bashing my head on Vesta Overkill, but its a slow process. Plus I'm self limiting myself in several ways: most notably so far sticking with stock reactors: partially because I don't remember all the details of how to design a good reactor, and partially because I'm forcing myself to stick to something marginally more "realistic" without the super optimization of some other set ups.
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Post by AtomHeartDragon on Nov 17, 2019 15:31:09 GMT
It's usually more fun to beat the campaign with stock modules only. Well designed stock module ship can still beat 5-10 equivalent stock designs, with custom modules utterly steamrolling stock fleets typically takes seconds.
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Post by cipherpunks on Nov 17, 2019 17:06:22 GMT
Continuing thread drift: it may be a good thing tm for one to re-do stock ship design with mainly stock modules (well, maybe except tank and radiator sizes), keeping intended (!) weapons and general cost/weight as close as possible to stock design, but upgrading armor, layouts and redundancy; and then do a stock+ campaign that way - against saner, more robust enemy ships. TBH I started on this quite a while ago, but haven't had the time to finish. Regarding self-restraint w.r.t. reactors: one can decide that so-and-so % of margin should be put in you-name-it-where (temperature? Which loop? Both? Anything else?) and radioactivity should be kept not higher than some constant. I'm yet to decide on this particular case (reactors) for 'my' modules, but I choose to refrain from using high-temperature radiators (and hence the outer loop temperatures) due to thermionic FUD.
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Post by AtomHeartDragon on Nov 17, 2019 19:00:33 GMT
I usually prototype my ships with stock parts, then have hi-end replacement components that can be fitted in place of the stock ones.
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Post by BLDoom on Nov 19, 2019 6:48:14 GMT
I have been working on something that Prancer might enjoy. Well, working on it on and off: A technical overview of a few ships and components of my own silly nation's fleet. I have only added a fraction of the ships, weapons, and engines but each one I add comes with details. docs.google.com/document/d/1TAMfGeLjxvHe5eYFRwtiMjZ4E-kyMLmILSrxwtxn_GU/edit?usp=sharingI made the intro up in a minute so it doesn't carry much weight, ha. This was also made for some friends that didn't know what this game is but liked to talk about spaceships. No mods were used outside of the paint mod (file edit). I did use and tweak module designs found on this forum, though. Edit: I'd like to hear what types of ships I should do next! I have a ship for most roles.
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Post by jageriv on Nov 23, 2019 2:03:06 GMT
i've been experimenting between having a couple of big ships vs a lot of small ships. So far, big ships seem to be overal much more effective weapons platforms than smaller ships.
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