Ship #1331: Deadnought. Designer: Truman

Started by AutoPost, June 16, 2017, 10:13:09 PM

Previous topic - Next topic

AutoPost

This topic is for discussion of ship #1331: Deadnought


Size: 24x19
Designer: Truman

Corporation:
Trumanian Corp.
CEO: Truman Hare

Desc:


This ship was modified on: Jun 21 2017 22:06:11 GMT

GoodMorning

The rear particle beams can afford to be removed, and reorganising the Guppies (and subtracting the drop-in-the-ocean reactors) to bring the MK7s in a bit would markedly reduce build time, and shuffling the front to bring the rear lathe forward would improve the usefulness. You might also trim the armour a little.

Else, good ship - one of relatively few that might be worth building in the background (particle beams aside).
A narrative is a lightly-marked path to another reality.

truman5612

Thanks for the positive critique.
Edited it and cut off 272 seconds.
P.s I haven't really tested out reactors, do they really not matter on large ships.
You're not going to get what you want by rolling the dice if they weighted.

GoodMorning

#3
Welcome to the forum.

I like this new design much more. It's worth noting that a cell of hull causes the same change to CM build time, be it armoured, partial, or module-covered. So those edge-ridges could function more by becoming smooth hull. Of course, if you're going for appearance, that's not relevant. (My own ships almost invariably become blobs, because I go for function over form - hence I don't do much ship design.)

Edit: It might help to move the CM back to between the energy tanks to make it that much harder to destroy. Also, a Guppy has 10% the storage of an energy tank, but can refill for itself - having more than one tank tends to mean you are stockpiling for a short use, then retreating. It's up to you, it depends on the map - but overall, I've found Guppies more helpful. That's just a personal opinion, though.

Regarding reactors:
Spoiler
They produce 1.5 eps (energy per second). So on large ships, they can take a full minute or more to repay the cost of the extra hull (adding hull to a large ship being much more expensive than adding to a small ship). They have their place, but tend to work better on support barges.

A ship can only get 30eps from energy mines directly - but if this is insufficient to run your ship, you have other design issues. There are a few situational tricks and stratagems to work around this (but only up to a point). Reactors can provide power in addition to this, but tend to be more trouble than they are worth due to build time.

Maps operating closer to the campaign specs (no more than ~60 energy supply in total, ships no larger than a Varro, and that the capital ship) have more use for them, but they are only really worthwhile on low-power maps, where every packet counts, or when something must operate alone and far-off regularly. Most Exchange maps are far more power-hungry than the main campaign.
[close]
A narrative is a lightly-marked path to another reality.