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Danwood If MP isn't working for you, how would you duel anyway? And which price range is that ship in btw? Might be I can find you a proper challenge.

    CursedPh4nt0m no price limit as long as the ship is not illegal. I let the AI fight.

    Danwood Without a price limit and the normal build grid as a size restriction you end up mostly just with ships that resemble boxes. Because of that there aren't that many people that bother building competitive ships that are that big.

    I have this thing that while rather old you could test against:

    image https://forum.cosmoteer.net/assets/images/2085-Xn1RGL5LNeNUNaYX.png

    If you beat that you can maybe try to get NewAgeOfPower to give you something to fight against since he probably has the most modern max normal grid ships.

      That looks terrifying, I'll let the game begin 😃

        image https://forum.cosmoteer.net/assets/images/7016-TmMinuEoNdjLP9aV.jpeg

        1) In the first minute the fight seems even, I even fear the beams could destroy my center.

        image https://forum.cosmoteer.net/assets/images/7016-C31hfijCz3iFAqzA.jpeg

        3) The beams are destroyed, and my ship's PD and flak counter all the missiles, the fight is finished here...

        image https://forum.cosmoteer.net/assets/images/7016-RLXzZA3JKNXmP4oQ.jpeg

        4) The end, Minor damage to the front, I let the AI fight, but controlling it myself could have spared that damage by rotating the ship slightly avoiding the beam damage stacking.

          What do you think?
          image https://forum.cosmoteer.net/assets/images/6954-ggrBBOVYxYuE69nR.png

          Danwood Well, time to rework some old stuff then.


          Minty_Kee2
          The center ion beam is rather unprotected (at least use the small cones to block off some shots) and the lasers have a quite limited fireing ark. However, it would be a good idea to replace those with electro bolters to get rid of shields and allow the main weapon to deal damage.
          I believe that ship would work just as fine with one reactor less, but the part placement might make that complicated.

            CursedPh4nt0m , this is The Stalker Mk. 2 Alt.
            image https://forum.cosmoteer.net/assets/images/6954-3XbyNhVe1XGGwnUi.png

              10 days later

              Can I be a student? here is my biggest vanilla ship:
              image https://forum.cosmoteer.net/assets/images/7033-697lHi7vnFtVPC8A.png

                Į̶̮̟̯͋̿ͣ͢t̛̠̥̲̣͎͇͖͈̼̞̺͝'͚̾s̵͓̏̈͟ͅ ͡c̑ͣ̅͏̫̼͔ä̻̜̘̻́̂̎ͦ͐ͅl̡̧̩̬͈̮̭̰̳̩͐͒͛̆͋ͩ̅͒̏͢ͅḷ̫͌̋e̥̬͖͉͉͇͔̟̹̖͉̲̺̒ͩͥͥ͌͐̃̈́͛́ͪ̓͑d̴̐̆̅͂҉͏̼̗̻̤ ̿͑̌̽̉͋̎͑̏ͩ͂͟͏͜t̘͇͉̻̫̊̉̄̾͗̕͞h̆ͨͬe̖̹̱̤̦͓̣̖̱̯̗͖͇̿̏̇͗ͩ͐ͣ̊ͮ͂ͣͩ͗̌ͅ ̤̠͋̚s͇̺͍͍͚c̡̢̈́͐̀ͯͪ͗̓̐̏̇͜i͆̊̋m͍͈̖̖̫̮͓͈͈͎̩̋̓ͣ̑̎̇ͧ́͗ͦ̅ḭ̰̲̭̩̠͉͉̫͈̪̙̦̩̬t̪͖̞̘͓̪̤̮̠͚͚͐ͦ̏͊̍̋̋̋̃ͧ̋ͩͅa̪̥̜͎̙͌̉̊ͤ̌͋ͅr̲͔̝.̩̜́̔͝

                  removing comment

                    dodo_bear sorry

                    dodo_bear
                    Do try to keep comments that could be considered spam to a minimum.

                    Disclaimer: I'm not a teacher, and you should read 0neye's guide to ship building.

                    Anyways, here's some problems with your ship:
                    1. You have reactors clustered together when you want them separate, both to more efficiently distribute power throughout the ship and so they don't chain-react and tear your ship apart.
                    2. No corridors or conveyers to efficiently move power around.
                    3. You don't actually need that many reactors, the reason things are running out of power is poor logistics.
                    4. The ship can't focus fire all of its weapons at its front, and what it can focus is underwhelming.
                    5. The reactors are poorly armored.
                    6. Too many reactors, the ship can run on fewer
                    7. The frontal compartments have no fire extinguishers.
                    8. You have too many missile factories or too few launchers (1 missile factor can support 2-3 launchers, as covered in 0neye's guide).
                    9. Ions violate the rule of combining equal strength beams.
                    10. Frontal prism is unshielded and exposed.
                    11. Factories, both bullet and missile, are not connected directly to their consumers.
                    12. The weapons on the inside have prohibitively small firing arcs.
                    13. The engine rooms it does have are underutilized and redundant (engine rooms don't stack, having multiple touching a thruster is a waste of engine room).
                    14. Command rooms in reactor blast radius

                    Hatter Heck, I may not be Alpha, but you're hired none the less.

                      Hatter No corridors

                      wait are coridors inefficient now?

                      chief_chaman478
                      No, nothing was changed. Walking speed along the corridor is more, than speed through the rooms.

                        barsnik96 change of meta? i always thought they were usefull, especially in rail gun shield moudules

                          chief_chaman478
                          Corridors are situational, personally I find myself using double walkways when I need to move power around and only using corridors on smaller ships or to power ammo factories.

                          The rest of my comment:

                          No corridors or walkways to efficiently move power around.

                          I'm referring the logistics. For example: if you mouse over the small laser at the front, you can see that the nearest source of power is 50m away through corridor, four shield generators, three quarters, two missile storages, an FTL drive, and a large cannon. Admittedly, I'm picking the worst example I could find, but it does examplify the underlying problem.

                          Routing power through rooms is less efficient and more crewpower intensive then using a corridor, which in turn is less efficient then using a double wide walkway. Small reactor-based crafts can get away with no corridor or walkways by having the reactor touching everything or only going a short distance through a room, which saves weight in corridor at the cost of losing out on the cheaper power provided by larger reactors. Outside of some ion setups, mediums and larges can't do the same because everything they power doesn't fit next to them.

                          Oh, and also:
                          Hatter
                          15. Could consolidate bunks into corridors

                          I am basically going to re-do the pylons, but the center will be interesting.

                            I'm new to the thread, so I'm not really sure where to start with this except post something and see where it goes... That being said, I GUESS I'll open up with an early design and work my way up from there? My earliest designs were already improved on as I went through multiple play-throughs, though I guess this one sort of stands out as one that stood out as... SORT OF a decent craft, if not for certain distinct flaws that I would go on to avoid later.
                            image https://forum.cosmoteer.net/assets/images/6799-1gRKi1xicnsVpKx7.png
                            Capitol Destroyer - 1,785,000 cost, 362 crew, 1508.8 Tonnes
                            "A Capitol ship, very heavily armed and with some degree of defense. Be advised that while this craft has a very powerful initial attack, prep time is very slow."
                            This is a craft where I experimented mostly with crew assignment, but at some point, I lost said crew assignments. At the same time, though, I sort of lost interest in that sort of thing because of how involved it is, which just didn't seem worth it in the long run. This in particular is, I guess, where I could probably most improve on?
                            Edit: A couple of my more recent builds can be found here: https://forum.cosmoteer.net/d/10586-a-strange-little-thing if that's something to go off of.