Ship #936: BtlCruiser. Designer: Lyle

Started by AutoPost, April 01, 2017, 02:12:20 PM

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AutoPost

This topic is for discussion of ship #936: BtlCruiser


Size: 23x13
Designer: Lyle

Desc:
A dedicated bruiser, this vessel embodies combat. Self sustained and capable of engaging foes at a variety of ranges, it is designed around a no-nonsense philosophy of being able to bring the battle to the front lines, without requiring escort.

This ship was modified on: Apr 02 2017 23:11:46 GMT

agentlyseria

Revised version after playtesting:

-Added three reactors to the ship by repositioning certain internal components, and replacing a lot of the armor.

No modules were removed.

This should reduce the severe power drain involved in maintaining operations of this ship.

To my surprise, its construction time is completely sane, despite the serious size of this ship.  Assuming it can be kept well fed, it's a fantastic ship for its intended purpose.  Really fat though, sometimes hard to put in spots.
Though my soul may set in darkness, it will rise in perfect light;
I have loved the stars too fondly to be fearful of the night.

GoodMorning

How does it perform if the rear tank is swapped out for another Guppy?
A narrative is a lightly-marked path to another reality.

agentlyseria

Rather poorly.
For one, that main cannon consumes a massive load of juice, which drains the bridge very quickly, and severely shrinks the vessel's combat sustainability.
For two, assuming you have a comfortable fleet going on, your home base may not be able to supply enough juice to feed all the geckos you're sending back into it.

I run on the philosophy of a large, self sustaining fleet that inexorably moves forward.  This isn't the biggest ship in my fleet, and I have ships dedicated to operations, and others dedicated as generators for other ships.  I am actually at a disadvantage when my ships get supplied from the home base, which can't produce as much juice as my fleet.  I prefer camping my big ships outside of the range of the power generators, they actually fight better when they make their own power.

That said.... if you prefer running leaner, smaller fleets, and this is the biggest ship you want in yours, the perspective might change.  You would perhaps enjoy having the capacity to keep it topped off using an extra gecko.  But that still creates the hole of every few seconds as the guns fire, your ship runs out of juice completely.  In such a scenario, swap out a reactor instead of an energy tank for a gecko.  I think that would work.
Though my soul may set in darkness, it will rise in perfect light;
I have loved the stars too fondly to be fearful of the night.

agentlyseria

Erm, replace the words "gecko" by "guppy" in my previous post.  You might tell the Eve Online player in me is colliding familiar terms.
Though my soul may set in darkness, it will rise in perfect light;
I have loved the stars too fondly to be fearful of the night.

GoodMorning

You can press "Modify" to change the post.

Generators with ports confer a significant advantage. A ship with Guppies runs at a significant advantage outside mine range if there is a tinker to supply it, because it claims power from the tanker and guppies independently.

One further note: the reactor module does not (unlike the guppy) cease to function while inside mine range.
A narrative is a lightly-marked path to another reality.