Also, I just ran across a interesting PVP design on the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=814374063&searchtext= I have had one component explode on me; an unfortunate oxygen station that I managed to butt-ram into the ground when trying to back up and out-maneuver a drone. I was startled when I heard the explosion and had not idea that could happen. Ended up costing me several other devices. I imagine the above ship could be devastating if the defenders do not knock it out of the air with hand-held weapons long before it reaches it's target.
I'm all up for this challenge, but I do have a couple of reservations... 1. not a problem, we're already 90% there length-wise with Typhon, I had already planned a larger vessel and it will be interesting to see how I can stretch a design into max length on all sides. 2. Typhon can probably already do this. Honestly I expect this to just fall into place. 3. I consider all my builds PvP *viable* some of them may be crap and get blown to smithereens in a matter of seconds, but, well hey! it's not about the winning, right? It's about who looks the most dashing while being violently introduced to the vacuum of space! 4. A box you say?! Never! I continue to obfuscate my boxes under millions of tons of greeble! And I believe my ships already cause a loosening of the bladder, and watering of the eyes when viewing the resource requirements! 5. Hmmz, Ok, this coupled with 3. & 1. are a bit at odds with each other. However, the client is always right.... so... (it will deffo fail in PvP!) 6. Planetary Landings! Again, all of our ships are *capable* of landing on a planet, Leviathan has..... stability issues As I run through this list I can see immediately that 5. is going to cause the most issue... however, I already have the kernel of an idea forming. I think it's time to lay down a skeleton structure...
Please note that entry number six in the RFP does not require the ship to be able to take off again, or even achieve orbit. It says "planetary-entry viable". Just wanted to point that out. --B.
2. yeah, I kind of expected it to be able to - but a bay that is designed for HV's combined with a CV that is so very.... extended in every direction should be more of a challenge. 3. This was mostly with respect to layers of armor - as that seems to be the one thing that the "PVP experts" all seem to want. 4. I see your tricks. I want to see what the space moles are really made of. 5. Yup, this is gonna suck. No two ways about it - both for me the issuer, and you the designer. Frankly I am even betting that; you design something, and then a week or two later the restrictions are either re-shuffled or lifted altogether.... so this dramatically ups the challenge. 6. Slipstream is right, Planetary entry has included in its meaning; a vessel that visits multiple planets - hence the reference to HV's, BUT, I did not specify that, so, well, go nuts.
& just for the extra cruelty, must also be able to house at least 1 Butt Parking SV & one Bat Parking (aka Ceiling Docking) SV. Obviously of course the more of the above that can be Fitted the better. In addition to this, the SV Hangar(s) & HV Hangar(s) must be separate Hangars! LOL looks like Dragon Food to me.
Is this the final boss in singleplayer Nice work loving all the detail inside & out. Also 739 cargo boxes
Well have a carrier that can hold 22 hover craft and more but it's not 250 X 250 X 250 but it's still pretty big. If you really want to make this a challenge add a finished interior and fully painted ship. lol That will take forever to do.
I didn't specify 'Fully Painted & Textured Ship' as more challenge cause that's not Challenge, that's flat out impossible.
I hope you have a map somewhere .lol Just think if the devs ever decide to give us a 1km size limit ? I know most builders like me would love to go bigger than the current limits.
No. Mini-Boss. Level 1. ...and well, you wouldn't want to run out of cargo space. TBF the number went a shed-load higher when all the deco blocks became *proper* cargo boxes. We didn't feel that alone warranted the removal of other main cargo boxes. I suppose we could trim down the number in the modules though...
This ship is making me realize that I need to build a much much bigger Ancient Labyrinth..... much bigger...
@Kyrt Malthorn sorry it has taken me so long to look at your design... so many distractions with this game! I love love love these shuttle pod inlets.... this is so good. So good! Any chance I could barter for some grates to cover all your side/up and down/forward facing engines? What is a corn pad? - this made me laugh. Although, on a side note; brilliant use of the cargo space. In fact, brilliant placing of the cargo containers all over the ship. Gotta gets the propaganda... This is a strange place for the ammo containers? Maybe remove some of the cargo containers from that space and move them there? Although I suppose on a navy ship, space is at a premium... still, bullets and cocktails never mix... This is... simply FANTASTIC!!!!! WOW!!!! I LOVE IT!!!! For the briefest of moments I could not tell what I was looking at. My extroversion said something along the lines of, "What the fuuuuckkk? How did he....? In the middle of a vessel?" And then I realized, THAT IS A VIEW SCREEN! Ha! So cool! Those are all periods! Gotta hand it to you Kyrt; kinda brilliant. You should add more guns. You can never have too many guns on a ship like this: Also, it is kind of sluggish for a capital ship in several crucial thrust directions relative to the fixed guns on its forward facing points, as well as its yaw and pitch are too low so add some more RCS units. If you want to keep them lower, remove the forward facing fixed guns, and concentrate more on the turrets. ____________ All in all, nicely done. I still cannot get over that damn view screen. I love it!