Improvements on the MK IV
Yukora Very very nice ship I like it now lol but i still have a few improvements, tho much less and much smaller ones
- Crew- I thing you need more crew as when there is maximum strain on a compartment (taking fire and giving fire), all crew are used up and as a result either the shields suffer meaning the weapons explode, or the weapons suffer as the crew tries desperately to keep the shields up. A few more crew could fix that up. How? try this

Yes, you are sacrificing armor for crew, but because that armor is so far back, is it really even useful?
- You'll also notice that I added another fireextinguisher because when the missiles exploed, they still set fire to the shields and you need them
(Don't mind the lack of PD, I removed them for the MK III to MK IV comparison)
Perhaps the most FATAL flaw is that APPARENTLY when a missile hits a shield, it still does its explosion and can damage the blocks behind the shield, dealing a double wammy by taking energy from the shield AND doing damage to the block behind it, making this craft particularly vulnerable to another missile spam ship.
@Walt (Plz fix this I assume its not supposed to happen ^ )
The only way to get around this is for a massive redesign...
Another Type of Efficiency
We've covered Missiles/min, Shield efficiency, walking distance efficiency, distances, fire extinguisher coverage, warp drive coverage, crew numbers, but now we nee to look at a really major thing that NO ONE has mentioned yet. I only mention it in my other post on my progress of developing an efficient missile setup -
Average width needed per launcher. This is important because cramming more launchers into a thinner space allows for much greater missile output.
RIGHT NOW - your setup sits at an average of 5.5 tiles wide needed per Launcher, including compartmetalization armoring. Here are the ratios in your past designs
MK I - 3 Blocks/Launcher
MK II - 6 Blocks/Launcher
MK III - 6 Blocks/Launcher
MK IV - 5.5 Blocks/Launcher
So obviously MK I would be the best, buuuuuttt major flaws cough cough.
In my design I was able to cut it down to 4 Blocks/Launcher and it also diverted the Double Whammy Effect (DWE, and yes I just did that 🙂 ). It only has 1 shield however, and when that goes, everything goes.
OUR NEXT GOAL
So here's what we need for our next missile block setup from what we've learned in the past 4 designs
- No chain reaction - armor compartmetalization (also improves travel times)
- A setup where the missile launcher launches at least 25 Missiles/min
- At least 1 shield that doesn't cause the DWE preferably 2 (This is a hard one)
- Needs at least 1 PD
- Each missile block needs to be reasonably priced, preferably less tha 80/ per Launcher to allow the block to be economically viable
- Spaced out FTL and CR's
- Sufficient crew, but not too many
- Sufficient # of fire extinguishers, preferably at least 3 per 2 Launchers
- 1 Factory/Launcher
- Shields still functional when weapons are destroyed (if possible?)
- And lastly, have at least a 5 Blocks/Launcher efficiency
The thing about the MK V is that its gonna be impossible to work on this with all of the requirements on our own, and I would love to get in touch with you (or anyone interested in trying this out), most likely through the discord! Meanwhile, I can't wait to get started!