Due date is nov 10th Showcase vedio Cv destroyer-must meet the needs of a single person cv with focus on combat Please keep rare ore to a limit let's say no more than 1500 of zacsuim and estreum. Steel and plastic only Weight and vol + cpu compliant No hidden thrusters Cpu limit t3 Lvl 15 If you have any questions concerning the challenge tag me or pm me. Submit your builds here on this thread or at the zerog discord https://discord.gg/Y6uRRYe Feel free to join us on the zerg discord. We would love to hear from you. And every month we vote on the next month's zerog challenge.
I think the 500 za/er doesnt make a lot of sense in the context of (my) normal gameplay. Either I have very little za (maybe 180 ingots) - enough for T2 shield and armor repair (planetary remant), or I have load of both za and er (because I have mined za and er asteroids) - easily enough T3/L15 CV maxed out with rocket turrets and load of 150mm ammo. I tend to design blueprint for this with my rocket turret slots empty and avoid space combat until I have find each asteroid. Before that, sure, it can serve as a ground pounder using a load of cannons, but I'm not inclined to go hunting zirax PVs out in space with it until it is properly combat ready and instead make it a priority to find the required asteroids. Another consideration is that a T3 is going need a decent amount of gold. Often I find some in the planetary remnant, but often I have to hunting for a gold asteroid (which often means I will have found za and er astreroids as well). Usually I end up build a 'project' CV as an L10/T2 which needs a lot of upgrade work - T3, equipment, thrusters weapons etc. I ted to prefer that as mining iron for anotehr CV get really boring fast at that game stage (or any for that matter) For your challenge, I just wonder if you will end up with a load of CVs that are only half combat ready (bunch of cannons, but no rocket launcher that unlock at 12). OTOH, remove the za/er limit, and you get to play with a bunch of T3/L15 CVs in their intended combat ready state.
I have a build such a vessel with rockets turrets and it was cable of destory all pois I tried without losing sheilds. It was able to take down end game pois as long as i was patient I used 1000 each of estrum and zacosuim. And it did have warp and t2 sheild, full medical, a farm, plenty of storage, a large hanger. It was actually a really easy build
Sorry - maybe I wasnt clear - my comment is not about the build or how to use such a ship. Anyone who has been playing this for a while has probably done something similar, but recent game change have created a need for heavily armed mid game ships - hence this challenge I guess I am questioning whether 500/500 has any meaning at all with respect to likely in game situation that a player will encounter and thus whether resulting blueprint that people make and publish end up actually being useful. If the intent is for it to be arbitrary, then fine - that's an answer I figure either make it 180Za (what people should end up with from planetary remnant and probably have by lvl 12), or unlimited because they have found proper deposits (which is likely if they have enough gold too). Personally I find resources are never a problem for these kind of sized builds as I have usually found all asteroid types and if they arnt in the starting system and so accessible via a warp SV, then I have already had to go down a small T2 (as unlikely to have the gold for T3 either) warp CV route to get them. TBH locating resources is never a problem in this once off planet, having to patience for mind numbing mining tends to be the limiting factor
The limit 1500 not 500. The purpose allows you to get in to space combat alot soon with out saving up for a much more expensive battleship. There is those of us they really love space combat and want to get in it as early as possible. Also on the zero g discord I hold a vote bewteen 3 or 4 options for the challenges, this is the one that won
Yes - I see that it is now - was it 500 before as a typo here or in the discord? If not - Im a f****** half blind idiot / reading when I'm half asleep, or not that asleep I guess if I realised that 500 didnt make any sense I have a ship I was going to submit, but when I read '500', I couldnt see the point in doing so.
Its been 1500 since I posted it. Don't feel bad, I swear every challenge someone miss reads or doesn't read it at all. You at least read it.
A submission for you (Submitted version is T3/L15 without the guns - images were from an upgraded Level 25 version). CV at https://steamcommunity.com/sharedfiles/filedetails/?id=2254540124 Landing and Repair Pad for it at https://steamcommunity.com/sharedfiles/filedetails/?id=2255405098
My Submission The Heron Mk1 https://steamcommunity.com/sharedfiles/filedetails/?id=2256109368 There's not a lot of choices for weaponry at Level 15, so I designed something compact and agile with cargo space for exploration. 4 Minigun Turret 2 Rocket Turret
Another T3 Exploration / Combat CV I have just published: CD4B - Caelestis-B - it is a downgraded version of a T4/L25 vessel (CD4 - Caelestis Exploration CV / Light Destroyer) that remains fully functionally upgradable to the original. This one is made from steel instead of the original's combat steel. https://steamcommunity.com/sharedfiles/filedetails/?id=2278177868 When fully upgraded it can accommodate the maximum turret and weapons compliment including artillery turrets. All turrets have line of sight to a front target. Cannons on the side can hit forward and downward targets. Lots of signal control, offence and defence separately configured turret groups, all the usual creature comforts and large fabrication area and a large hangar with a 13x7 entrance and two levels so able to house several SVs and HVs. Also has side docking points with side facing docking pilot consoles for space stations and a station and ground mode (retract main turrets, extend point defence turrets, sentries, open back door, extend ramps etc as appropriate).
Still working on this. I havent played since the auto miners were implemented so it's been awhile. I hate working on the inside. Trying to figure out the new cargo stuff, switches and sensors right now.
edit: finished version now on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2287144205 (a version out of steel that meets the exact challenge requirements can be found in my dropbox) ------------------------ unfinished - unnamed ship (mostly lcd's work left to do) the goal is to get this finished at the weekend and released on the workshop. the workshop version will be hardened steel + steel instead of the steel + plastic here.
Thank you everyone who entered both here and on the zerog discord I will be posting up the next zerog challenge. If you have late entry you can still add it to this thread.