Sorrontis Space Development Incorporated [Updated July25 2018]

Sorrontis · 14327

joebob1337

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Reply #30 on: October 25, 2016, 04:38:44 pm
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I doubt you would have been banned, unless you were swearing or being racist/abusive.

No it wasn't anywhere close to that, I just updated it so the reason that we have very bad relations (lore wise) is that we caught a SSDI spy



Sorrontis

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Reply #31 on: October 25, 2016, 05:08:15 pm
I love it! Put that stuff up. And after a formal apology, cooperation is off to a rocky start. That's what I call role play my friend.

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."


joebob1337

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Reply #32 on: October 25, 2016, 05:20:34 pm
I love it! Put that stuff up. And after a formal apology, cooperation is off to a rocky start. That's what I call role play my friend.

Already put it up. Images for my ships will hopefully be soon



Sorrontis

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Reply #33 on: October 26, 2016, 06:38:46 pm
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retain for further use.
« Last Edit: December 22, 2016, 12:00:26 pm by Sorrontis »

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."


GoodMorning

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Reply #34 on: October 29, 2016, 06:28:08 am
I feel obliged to say of your Sawtooth, it seemed instantly reminiscent of the profile of the larger variety of sailing ship.

A narrative is a lightly-marked path to another reality.


Sorrontis

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Reply #35 on: October 29, 2016, 11:37:18 am
I feel obliged to say of your Sawtooth, it seemed instantly reminiscent of the profile of the larger variety of sailing ship.

That was the point :D

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."


Sorrontis

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Reply #36 on: November 01, 2016, 01:51:14 am
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« Last Edit: December 22, 2016, 12:00:28 pm by Sorrontis »

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."


Dark Ambition

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Reply #37 on: November 02, 2016, 03:33:04 am
This is a very nice fleet you have created, and the work you've done in Redacted space has turned many heads. Even GalCorp seems impressed.

I have a question: How did you develop the Kinetic Armour vessels? They seem to employ the use Precursor gravitation modules, but our engineers have never been able to get them to work properly with modern licensed vessels.

-Dark Ambition -CEO- Frontline Corporation



Sorrontis

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Reply #38 on: November 02, 2016, 01:53:48 pm
Dear Dark Ambition,

The kinetic armour vessels do not use gravitation modules, but rather kinetic hull polarization, a system unique to SSDI ships. Unfortunately, the KAV line was unsuccessfully launched before, and we are currently reworking their designs.

-SSDI

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."


Dark Ambition

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Reply #39 on: November 02, 2016, 05:17:40 pm
Dear Dark Ambition,

The kinetic armour vessels do not use gravitation modules, but rather kinetic hull polarization, a system unique to SSDI ships. Unfortunately, the KAV line was unsuccessfully launched before, and we are currently reworking their designs.

-SSDI

Interesting. I hope your newer designs are more successful, the closer we are to Precursor level tech the better.

-Dark Ambition -CEO- Frontline Corporation



Sorrontis

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Reply #40 on: November 05, 2016, 02:33:58 am
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« Last Edit: December 22, 2016, 12:00:30 pm by Sorrontis »

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."


Sorrontis

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Reply #41 on: November 08, 2016, 07:56:42 pm
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« Last Edit: December 22, 2016, 12:00:33 pm by Sorrontis »

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."


Sorrontis

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Reply #42 on: November 12, 2016, 12:50:24 am
It seems that I forgot to update the main page with the designs of each ship. I will be doing so tomorrow. Sorry  :-[

Here are the unprepped images for the ships of Nov 8. The main page is getting very cluttered and difficult to modify.
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« Last Edit: November 12, 2016, 01:24:32 am by Sorrontis »

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."


Sorrontis

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Reply #43 on: November 19, 2016, 12:16:24 am
Dear SSDI followers, allies and patrons,

It is with great chagrin that the SSDI must announce that a sudden terrorist attack on our facilities has disabled our ability to maintain our research & development status at this time. We are hard at work updating our defenses and will soon be back in Redacted Space.

Sincerely, Sorrontis - CEO of SSDI


- - - - -
Translation: Got some massive deadlines in the next week(ish), plus loads of other work. I'll be around, but just to keep tabs on what's going on. Cheers!

"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."


Stickman

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Reply #44 on: November 26, 2016, 07:26:01 pm
[Kind of a disclaimer]: I was requested to come and criticize this fleet by its creator. I don't think I would go and RP around other people fleets like this without provocation. Also, English is not my first language and I would without doubt make few mistakes on a lengthy post (you won't believe how much mistakes spellchecker finds in every sentence).
Proof:
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Generally, Sorrontis' fleet is good. If you need to describe maps and fleet with as few words as possible it would be "creative and unbalanced". "Unbalanced" is used in a positive way, as Sorrontis tries a lot of ideas that stretch and bend rules of core game. Resulting maps and ships can be sometimes frustrating to play and use, but it's interesting to at least try. (I think I couldn't finish two or three of his maps and for at least five I went to check forum for tips)
One "valid" complaint about the whole fleet would be about CombatLathe - it's speed is painfully low and does not match speeds of ships that can be used as an escort.

--RP ON--

Review:

Before any analysis of a fleet even begins, it's important to understand that fleet is meaningless without an enemy, its purpose. And as any instrument, it should be suitable for the task. Thankfully, SSDI has provided a number of simulations using this fleet, and we strictly recommend other CEO to run these simulations as they provide great lessons for tactics, patience and conquering the unexpected. The unexpected part is heavily present, as SSDI simulations tend to present its whole fleet at the start of a simulation, without gradual acquirement of licenses over the course of a simulation.

Overall, SSDI fleet provides greater firepower over standard-issue fleet. It's enough to mention that Razor V2 is considered Light-Fighter class, smallest available class, but carries weaponry on par with standard Marauder, which can be considered mid- to high-tier ship for a standard fleet. Most distinctive feature of this fleet is, of course, its design. Whatever mind is behind engineering at SSDI, he definitely has an artistic side of personality dominant. Fleet has distinct, "jagged" look, is not afraid of asymmetry and is generally interesting to look at. We would only wish that more ships, namely Dreadnaught, showed this design more clearly, while we find "rounded" design of a utility ships like Supplement and Node Point fitting to their less aggressive roles.

This creativeness has it's side effects, though. Designs are deceptively larger than it seems and protruding parts can sometimes cause troubles with ship positioning. Positioning issue grows larger when encountering anti-ship weaponry or nasty cases of emergent or particulate, as some designs have weak points, ensuring heavy ship crippling on damage or full ship destruction. We don't count these weak points as "flaw" in overall fleet assessment, as we consider them design choice rather than a mistake. A more noble approach, giving your opponents a fair chance and a way to hone your ship positioning skills. Nevertheless, when using this fleet, you should be sure that your battlefield is spacious enough to accommodate uncommonly shaped ship hulls, and your fleet composition includes enough ships for frontlines, as we project that fleet of second-line ships like Duahcim or Deadspace would perform poorly.

For further inspecting rampant creativity, we can recommend "Minefield" simulation, which provides not only an unusual scenario, but a variety of ships with "aesthetics over functionality" principle and blatant breaking of the major ship-building rules like "engines mandatory".

We would touch an issue of Kinetic Armour Vessels, as we didn't find them impressive in actual performance. Positioning and size issues as well as weak points issues are amplified on these ships, netting them subpar to main SSDI fleet. As a very new addition with only one simulation we would not include it in overall SSDI fleet assessment.

Final mark for SSDI fleet would full A. This fleet is well-balanced, not missing on crucial modules or roles. Cannon module quota gets A- for lack of cannons on capital ships(a minor gripe of one the influential reviewers). Grabber module quota gets solid D for lack of said modules (except one odd experimental ship), but with an actual fear of new designs including these modules would be accompanied by suitably incredibly tricky simulations that require these modules. Fighter base quota gets B for including one carrier ship design, with an overabundance  of said modules. Design gets a solid S, and a very special "Don't create all-rounders with all the modules superships, have some roles, dammit" category gets an A as well.

Addendum:

We would like to address some designs and ideas specifically. Ship designs in question would be attached before review.

Dreadnaught progression:
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It's important to understand your design flaws and improve upon them. No fleet or ship is perfect (except standard-issue one) and engineering departments should never be held by tradition, preventing them from improving and moving progress forward.
First edition Dreadnaught was clearly designed with huge area denial effect in mind while keeping actual ship area at minimum for keeping build times reasonable. Unfortunately, "shield" parts proved ineffective due to the standard hull repair procedure and lack of shield module, easily failing to enemy fire or particulate and taking huge time to be restored. This was addressed in second edition, adding secondary structure beams to provide multiple repair zones for each "shield" part and inclusion of actual shield module, resulting in better resistance to damage that this ship desperately needed. Also, swapping reactor modules to guppy and tank combination improved energy sustainability for prolonged engagements or unsupplied usage, a clear improvement for this ship role and size. Loss of particle beams is minor inconvenience and can be considered a positive on energy usage and specialization side. Third edition shows minor improvement of energy efficiency once again, as reactors do little at this weapon scale.
We find this progression a clear indication of an intelligent mind behind SSDI fleet designs, and we hope that critics crying "Have you seen Death Fish design? This guy is insane!" would be silent from this point on.

Sabertooth:
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Sabertooth is an excellent example of asymmetrical design, with a nice module composition (maybe a bit of an overkill for particle beams at the rear part). Obvious weak point is starboard side, but it's should noted that mindlessly showing port side to your enemy is equally unadvised as energy tanks and guppies have very poor protection against stray shots and losing these would cripple your energy production temporally. It should also be noted that mirrored version of this ship does not exist, dismissing the idea of pairing two versions to eliminate weaknesses, thus keeping using this powerful ship a small tactical challenge.

Node Point:
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This an excellent ship. Firstly, three discharge modules provide very good stunner defense even at second-line, ensuring that stunners are shot down or stun times minimized. Solid stunner defense allows SSDI to avoid including further discharge modules on capital ships, thus  keeping specializations and roles clear. Secondly, it has a nice weapon selection, removing overspecialization that many ships with similar main roles have. Node Point keeps being useful after eliminating stunner treat, helping to clear mire or struc. Lack of cannon modules on SSDI's capitals help to keep this ship's cannons viable throughout the battle.
Actually, this ship weaponry can earn its place on frontlines on less particle-heavy battlefields.

Platform 2:
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This weapon platform has incredibly well-defined role. Firstly, its sheer number of missile modules can clearly handle lots of particulate and emergent, allowing it to bolster defenses of, for example, crucial energy mine beyond moderately effective "defensive struc + mine cannon" combination. Secondly, lack of actual armor and modest amount of lasers force it from frontlines, where particulate pressure and stray shots would quickly damage this platform, grounding it in a defense role and preventing overly trigger-happy CEO from hauling it with an attack fleet. Thirdly, discharge modules add nicely to an idea of finely defended position, ensuring that nothing harmful gets past this platform.
This platform has very strict use and can be unsuitable for some battlefields, but can fill it's role incredibly effectively, allowing one point to be defended by one platform as good as with few more well-rounded ships.

--RP OFF--

I hope it's readable and not a wall of text.
« Last Edit: November 26, 2016, 08:16:58 pm by Stickman »

=====> This is a moderately pointy stick. You need to poke me with it once in three days if you need PRPL from me