Suoiric's Space Ship Shop

Started by Suoiruc, October 23, 2016, 10:55:37 PM

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Suoiruc

Preliminary interface thanks to Dark Ambition of Frontline Corp.
Expect updates soon.

Ss

Build your fleet from only the best tested and most trusted ships.


Velox Line

    Our central product, the Velox line of ships are all developed with the principles of Speed, Maneuverability, and armor only where necessary.
They tend to specialization on one task, and are reliably capable of performing this task provided full use is made of their engines.

    The Velox line is divided into classes by engine number. Classes I, II, IV, and VI are most commonly produced. Classes III, V, and VII exist but have not    found places in many fleets.

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Engineers
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ENGR-I (Crank)||| Cost: 160
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Suitable mostly for the smallest fleets, Cranks are useful in safe areas, but usually shouldn't be operated near enemies or out of energy range. As with most Class Is, the Crank's lone engine provides fine speed but slow rotation.

ENGR-II (Spade)||| Cost: 282
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The most vastly produced and commonly encountered ENGR, Spades provide the main lathing force for most fleets. CEOs usually prefer 2 Cranks over 1 Spade, but 2 Spades rather than 4 Cranks.

ENGR-IV-B (Hatchet)||| Cost: 535
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Fantastically useful ship for all those times something needs to get lathed now, even if it's well out of energy supply. The couple lasers and p-beams are underwhelming, Hatch's should usually have escorts and heavy plasma work is more effectively done with SWPs. In their element though, Hatchets shine.

ENGR-VI ||| Cost: 821
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The class VI hasn't come into full production yet, but preliminary testing is promising. The forward swept arms give great lathe coverage and maneuverability.
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Gunships
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Straffer ||| Cost: 415
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Our cheapest combat vessel. Fast and damaging, the Straffer is great when to defend locations or to harass clumped particulate zones.

Ferocity ||| Cost: 788
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An upgraded version of the Straffer, Ferocity is quite the killer with it's 16 cannons mounted. A great attacker if i've ever seen one.
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Missile Ships
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MSL-IV (Wrath) ||| Cost: 463
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The many missiles on Wrath make this a heck of a fighter, great for chasing down escaped particulate and emergent.

MSL-VI (Fury) ||| Cost: 930
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Unleash fury on the particulate with this vessel. Fury is an upgraded version of Wrath, with many more missiles and much more destructive potential!
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Combat
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Verkenner ||| Cost: 159
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The premier scouting vessel for use in areas we have little knowledge of. Not particularly useful for combat operations, but great if you need to know what's in a sector fast.

Firebird ||| Cost: 524
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An experimental design, comes equiped with many laser modules capable of plugging a low AMT emitter for a while.

Bluejay ||| Cost: 509
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An experimental design, has many particle beams, great to repair plasma or slow down particulate. Great for use alongside the Firebird.





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Support
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Brug ||| Cost: 308
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Lightly defended vessel to extend operation range.

M-GRTR-6 ||| Cost: 274
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An energy  generation and distrubution vessel, for prolonged activitys even farther from power nodes.
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Thank you for choosing SS. Do not hesitate to contact us for any questions, comments, or concerns,

Suoiric

Three_Pryme

Greetings Suoiric! Your shop looks very nice. Tiberian Warbirds INC. (My shop) welcomes you to the forums and starting a galaxy wide ship shop! Have fun particulate hunting!!
Commanding officer in particle extermination

Steam ID:Three_Pryme

Zoura3025

Welcome to the galaxy, friend. We hope you can aid is in the fight against particulate.
(09:06:07) Zoura3025: But for us diehard fans: "Time is Sanity"

Suoiruc

Quote from: Three_Pryme on October 24, 2016, 02:01:36 AM
Greetings Suoiric! Your shop looks very nice. Tiberian Warbirds INC. (My shop) welcomes you to the forums and starting a galaxy wide ship shop! Have fun particulate hunting!!

Thanks for the welcome.

Funnily enough I've actually experimented with avian-inspired craft.

Is the name of any significance?

Dark Ambition

Very nice looking ships. Do they hold up in combat, though? For real though, these are some awesome looks.

If you're having issues making a license bank, perhaps I can create a template for you? Whadda ya say?

-Dark Ambition -CEO- Frontline Corporation

Suoiruc

Quote from: Dark Ambition on November 02, 2016, 05:27:56 AM
Very nice looking ships. Do they hold up in combat, though? For real though, these are some awesome looks.

Thanks for the compliments.

The main line of ships aren't necessarily absolutely optimally designed, I've made concessions for appearance, but they are quite good.

They're almost all designed along the principle that with the principle that engines are cheap(free in energy, lightweight), armor is expensive(to build, to move). As such a very effective way to use ships is to make them highly maneuverable, have lots of armor in the front, none in the back, and maneuver the ships into place.

Battles require tons of micromanagement, but having guns that can outrun any enemy means they can take pretty high odds.

QuoteIf you're having issues making a license bank, perhaps I can create a template for you? Whadda ya say?

-Dark Ambition -CEO- Frontline Corporation

Thanks very much for the offer. I'd very much appreciate a template if you'd be willing to make one for me.

Sorry for the late reply, my computer died on me last week.

Suoric of S4

Dark Ambition

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Thanks very much for the offer. I'd very much appreciate a template if you'd be willing to make one for me.

Suoric of S4

I'd love to make one!

I should have it done soon.

-Dark Ambition -CEO- Frontline Corporation

Suoiruc

#7
Arguably the most important ships in most fleets, these workhorses lathe anything in need of lathing, clear or repair plasma, and have a modest weaponry equipment.


ENGR-I (Crank)



Suitable mostly for the smallest fleets, Cranks are useful in safe areas, but usually shouldn't be operated near enemies or out of energy range. As with most Class Is, the Crank's lone engine provides fine speed but slow rotation.


ENGR-II (Spade)



The most vastly produced and commonly encountered ENGR, Spades provide the main lathing force for most fleets. CEOs usually prefer 2 Cranks over 1 Spade, but 2 Spades rather than 4 Cranks.


ENGR-IV-B (Hatchet, Hatch)



Fantastically useful ship for all those times something needs to get lathed now, even if it's well out of energy supply. The couple lasers and p-beams are underwhelming, Hatch's should usually have escorts and heavy plasma work is more effectively done with SWPs. In their element though, Hatchets shine.


ENGR-VI



The class VI hasn't come into full production yet, but preliminary testing is promising. The forward swept arms give great lathe coverage and maneuverability.