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Second post for text.

So this game really revived my Star Wars craze, mostly because I've always adored Star Destroyers as spaceships. So I figured it was time to create my own no mod Star Destroyers.

The first one I built was actually Imperial I.

I was focused on the general shape, but I also wanted something at least a little Star Wars lore friendly. The reason Star Destroyers are wedged shape is so they can bring all their weapons to bare and focus on a target directly off their bow. They aren't broadside ships. 😛

Being the first Star Destroyer though, it came with some teething issues. The guns have a clearance problem, with some shots being blocked by the shape of the ship. The thrusters all pointing in one direction except for some very few cut into the hull are a huge problem. These ships easily get stuck in fleet combat situations.

stuck

Also, the super structure I painted on and cut into the hull with structure lines doesn't look amazing, but it's alright.

Imperial II was meant to fix a lot of the flaws of Imperial I.
Bigger guns and more missiles meant the ship was designed to stay far away from it's target and not fight at close range. Not unlike the true purpose of the Imperial II's design. Also with more engines pointing in more directions, it wasn't so prone to getting entangled and stuck, but it still has that problem a bit.

Victory was next, and I mostly made it because I wanted a missile support ship, plus I wanted to try and improve the shape of the Star Destroyers I was making to be more proper to Star Wars proportions (trim that fat!) In this design, I also improved my design of the bridge section, and the cutting of the hull with structure and internal engines actually makes the bridge show up pretty nicely on the icon display!

vic

Can't have Star Destroyers without a Super Star Destroyer, so Lusankya was next.
I think 'Lusankya' is just a wicked cool name of a canon SSD, so I went with that. Without mods though, the ship can only be so big, so it's definitely not to scale to the other Imperials we have here. But it's as long as it can be, and packed with a good balance of firepower.
I also really enjoy the price tag on it (2 3 4 5), it's the kind of number you see someone use as a combination on their luggage.

price

Being so large though, frontal focus firepower was out of the question. Lusankya had to become a broadside ship. But with the AI operating in proper fleets in Bounty Hunter mode, this was actually a boon. Having a ship that can engage multiple enemies on more than one side is fantastic, and very visually pleasing to behold. By this point, I felt I perfected the Star Destroyer bridge cut out, and it shows through very cleanly both in the green ship icon and also on the painted ship hull.
paint

Last but certainly not least we have the Sovereign. With this ship, I wanted the best possible combat design, not really caring much for trying to stick to any proper Star Wars principles. So cutting three blocks for internal engines makes this huge 2.2m beast pretty quick, and ridiculously maneuverable. It fixes Lusankya's problem of a vulnerable rear by replacing several engines with rear facing shields, and as you can see in the image above, I even put little structure dots into the bridge so they sort of show up on the green ship icon as the domes that are essential to Star Destroyer appearances. Sensor rooms for the actual ship appearance, and structure holes for the ship icon.

To celebrate these designs, I even commissioned an artist, whose great work you can see in the first post. Nice sexy alien Imperial Officer and an awesome Star Destroyer in space, now that's art!

Hope you liked these designs, and if you play with them let me know what you think of them. The smaller three aren't very good combat designs, but Lusankya and Sovereign are very powerful and well designed combat vessels for the mechanics of Cosmoteer, easily able to take on a whole fleet of Built-In ships that far outweigh and outvalue them!

Why that art? Also, the paint on the destroyers isn't the most accurate. At least you kinda got the shape down. Good for vanilla!

ClassicJam

I have a thing for succubus types... lol 😉

Kerensky Well. That's nice. I prefer real women myself, but you do you.

Kerensky Two Good Tips:
1) Try Horizontal Lasers. They Overlap Well.
2) With this Sort of design, Try using angles and Not walls. This Capitalizes on all of the Weaponry of the Ship, and Fights against the Ship blocking it's own shots.

Kerensky ooo, spaceart

    Cute

    Sombreroman

    I felt cannons were more turbolaser-esque than small lasers. But yea, definitely did away with those forward cannon problem in the later, more combat effective designs. Those batteries of small lasers are actually really effective focus fire weapons.

    Kerensky Yep! Here's a prime Example of mine:
    image https://i.imgur.com/BJSeTkn.png
    The Despair Class Dreadnaught Surprisingly isn't a Star Destroyer, but is actually used by the Expansionist Monarchy of Varonguard.

    Sombreroman

    I tried that ship in combat, and it's a lot bigger than what it looks like on the forums. At 5.4m, it easily outweighs any of the Vanilla SDs I have here and beats them pretty soundly one on one.

    While those huge batteries of horizontal small lasers have great coverage and don't suffer from blocked shots, the amount of damage output they generate feels very low for such a large ship.

    A 5.4m ship crushing a 2.2m ship is a no brainer, but I was very surprised to see two 2.2s totalling 4.4m really turned the tables on the single 5.4m.

    I used two of my Sovereigns, and even with a 1.2m deficit, they really did a number on the Despair. All ships set to Normal AI, no manual control.
    ss
    The second ship has practically no damage, while the first has suffered a bit of a beating.

    Thanks for sharing your design though, I'll maybe try that horizontal small laser batteries layout in a new smaller wedge shape ship!

    Kerensky The only Con of the ship there... Lasers are great... But they're also Weak. That's why I have the Rear Missile Launchers.

    Sombreroman

    I was playing on the dev build, with reduced missile damage, 2 tubes instead of 3, and reduced missile factory production rates. And it really hurts missile damage output quite a bit, I think that was a factor in the battle. Before, when all your PD was functional, you were insulated from crazy missile damage. But in large ship battles like this, well your PD gets shot away a lot, being a rather fragile system. That's when crazy missile damage really starts to take it's toll, when PD is sheered away.

    Now, however, missiles are much more consistent trickle damage, and their impact is really not felt. So rare do I see a ship with that telltale hole pattern created by repeat missile strikes. Really not liking the missile change the more I experience it. They just feel less impactful in battle, more of a nuisance to be swatted at with nerfed PD and absorbed by shield coverage than any kind of serious threat that needs to be prioritized to be dealt with. But then the design of missiles and the way they work, they can't really be dealt with as a priority, you can't flank and rear shot a well protected, highly maneuverable ship to target the missile launch systems like you can target any other weapon firing directly at you.

    It is a conundrum.

    Kerensky Honestly, the Dev build sounds fair! I think it could work, Actually!

      just because i like showcasing it...
      image https://i.imgur.com/74E4TDP.png

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