Capital Vessel

Discussion in 'Questions, Discussions & Feedback' started by EleonGameStudios, Aug 23, 2015.

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  1. eaglegundam

    eaglegundam Lieutenant

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    well Heres The Newest Addition To The PMC : The Night Raven
    Its Still in the Protoype Phase it has some pitch issues But overall it one heck of a Heavy Cuiser
    PMC_Heavy_Lander_Venus_2015-12-29_01-47-47.png PMC_Heavy_Lander_Venus_2015-12-29_01-48-09.png PMC_Heavy_Lander_Venus_2015-12-29_01-48-16.png PMC_Heavy_Lander_Venus_2015-12-29_01-49-35.png PMC_Heavy_Lander_Venus_2015-12-29_01-50-02.png PMC_Heavy_Lander_Venus_2015-12-29_01-50-22.png PMC_Heavy_Lander_Venus_2015-12-29_01-50-47.png PMC_Heavy_Lander_Venus_2015-12-29_01-50-50.png PMC_Heavy_Lander_Venus_2015-12-29_01-51-01.png PMC_Heavy_Lander_Venus_2015-12-29_01-51-04.png

    Ill upload the blueprint ass sonn as i get the issue out of the way iff anyone wants to helt ill upload it sooner
     
    #301
  2. Brokenshakles

    Brokenshakles Rear Admiral

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    We really need bigger gun turrets that are more appropriately sized to these large ships we are building.
     
    #302
  3. eaglegundam

    eaglegundam Lieutenant

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    well yeah .... but mostly what we need for CVs iss A longer Range so that you dont go hug the enemy ship just too blast it
     
    #303
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  4. 44Whiskey

    44Whiskey Ensign

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    Little escort carrier. Whiskey-Carrier.png
     

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    #304
  5. Brokenshakles

    Brokenshakles Rear Admiral

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    Yes! Larger weapons with at least 10's of kilometers of range.
     
    #305
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  6. Turmith

    Turmith Lieutenant

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    If they do that then they're going to need to give the stations 10 km of range. That'll make the game interesting :D
     
    #306
  7. eaglegundam

    eaglegundam Lieutenant

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    well long range weapons for CV and Spacestations Then well thats not a bad idea
     
    #307
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  8. Brokenshakles

    Brokenshakles Rear Admiral

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    Indeed, but most ranged combat works the same regardless of distance. Once there is some sort of PiP view of ships that you are firing at that are beyond the visible horizon, then combat at extreme ranges should work just fine.
     
    #308
  9. eaglegundam

    eaglegundam Lieutenant

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    well we will see what the devs give us
     
    #309
  10. Krenios

    Krenios Commander

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    I have test your CV, very great, small and great design.
    Do you made a other one ? With a warp system ?
     
    #310
  11. cailean_556

    cailean_556 Lieutenant

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    Still not quite done, it's all painted - now that I finally decided on a colour scheme - just need to deck the interior and tweak its power and control systems (this is about 3-4 times longer than my Hyperion build).
     

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    #311
  12. Necra

    Necra Commander

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    So in my survival I needed a ship to planet hop. With 5.0 I wanted it warp capable, landable, and relatively cheap to build. I could have just made a platform and thrown some components on it but that is cheating imo. So I give you my first warp capable Micro CV.
    She inst the prettiest ship but she has it where it counts ;)
     

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    #312
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  13. stimdealer0001

    stimdealer0001 Captain

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    So have you made an actual Drake from Eve yet?? Make sure it's faction fit! =P
     
    #313
  14. stimdealer0001

    stimdealer0001 Captain

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    Nice work! Love the Leviathan too.
     
    #314
  15. Brokenshakles

    Brokenshakles Rear Admiral

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    Faction Fit? Please, only a fool places a faction fit on something as disposable as a drake. I would faction fit a T3 Cruiser (at minimum with appropriate officer mods) but not a BC. My Rorq is faction fit though.
     
    #315
  16. Mysh

    Mysh Captain

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    2016-01-03_00003.jpg
    Here's the reworked "danger zone" (name explianed: that's the rather silly name of a room in one of the local gyms where the "harcore training devices" have been placed =D).

    This vessel has been designed to be very compact for planetary landings and as a general purpose support vessel.

    - most angles are defended by minguns
    - exit at the bottom
    - space for future expansions
    - vertical warp drive to preserve space
    - forward facing cannons for ground support while landed
    - aux o2 and fuel
    - armored fwd batteries
    - more thrusters on the bottom for high g liftoff (still needs to be tested, though)
    - constructor and food processor on board
    - space for 1 small and 1 medium SV on top
    - can carry 6 additional people. 2 seats near the entrance.
    - well armoured. Will be reduced to increase fuel efficency once shields are released.
    - manouverable with 6 RCS distributed in packs of 2 at front middle and back part.
    - fwd cannons repairable from the inside


    UPDATED Version here:
    http://empyriononline.com/threads/capital-vessel.1500/page-26#post-40464

    -> nice ship for jumping into a new system with fighter support. Very energy efficient compared to a Carrier.

    Design was inspired by old battleships and dreadnaughts pre WWII. Also the old Galaxy Class from the first Privateer game.

    Still work in progress. not very pretty from the inside, but very functional. Might keep it this way, since it's not supposed to be "sleek" but rather a work horse.

    2016-01-02_00003.jpg 2016-01-02_00005.jpg 2016-01-02_00006.jpg 2016-01-02_00007.jpg 2016-01-03_00001.jpg 2016-01-03_00002.jpg 2016-01-03_00004.jpg 2016-01-03_00005.jpg
     

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    #316
    Last edited: Feb 21, 2016
  17. cailean_556

    cailean_556 Lieutenant

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    So the release of the Dauntless has been delayed... I removed the core and placed it elsewhere on the ship (in a more protected, less conspicuous area) however, as I've discovered after doing some reading, this makes things not quite work right... She flies, she shoots, she lands...she just can't jump - gets the 'You must fly toward the target' message when a course is set, even if you're flying toward it. I did something similar to the Hyperion (which works) but her core was moved before the v5 update, so perhaps that has something to do with it.

    So, until the devs make it possible to remove/change position of the core and make direction of flight based on which way it's facing, the Dauntless is grounded. I got the impressions this will be a thing, as Hummel-o-War said in a post I was reading that 'you can't change direction of flight based on which way the core is facing (yet)', or something to that effect.

    I probably won't be online much over the next three weeks as I'm moving interstate, but when I get back expect to see a T-70 X-Wing and my take on a Mon Calamari cruiser (don't know which one yet, maybe an MC-40). :p
     
    #317
  18. billowaysapher

    billowaysapher Ensign

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    This is my first Survival CV on Alpha 5. It doesn't have any turrets (things still aren't reliable enough to justify the power usage). It's not meant to be a frontline combat ship, anyway.

    Intent of the design is to be a sleek, compact, fast, and maneuverable all in one mobile base. I haven't set it up to effectively store a HV, but I still can't justify using them over SVs. Profile is intended to be a stealth CV.

    Stats are:
    • 5.37 KT
    • 35,000 Fuel
    • 4,000 Oxygen
    • 60 MW Output (2 large generators in Manufacturing, 1 large generator in each engine quad)
    • 626 KW consumption idle (about 54.5 hours fully fueled)
    • 8 large thrusters (rear), 8 direction thrusters (per direction)
    • 10 RCS (2 in each engine quad, 2 in Manufacturing)
    • 4 forward pule lasers
    All of the directional thrusters are at least 1 block deep for protection and profile. I put the extra RCS/LGens in Manufacturing mainly because I liked how it looked.

    The Nightingale.png Side View.png Rear View.png Bedrooms.png Engineering.png Food Production.png Manufacturing.png Storage.png The Bridge.png
     

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    #318
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  19. parxomenkoevgenii

    parxomenkoevgenii Ensign

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    А где чертеж?) Хочется опробовать
    Where is a blueprints ?
     
    #319
  20. billowaysapher

    billowaysapher Ensign

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    Did it wrong. It's fixed now, I think.
     
    #320
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