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Post by rabidbite on Apr 8, 2015 16:21:16 GMT -5
Dream Ship
Name: Beer Bazooka
Hull *1*: Made out of Beer Bottle Caps Armor *2*: Made out of Compressed Beer Cans Engines 60: A form of Fusion and Guinness inspired engineering. Sails *a few*: Cause we've been drinking so much we can't count any more. Guns *somewhere*: The damn things have to be around here .... *drinks* Crew *around*: Where the frack are these bastards? Hey, you, get up and look for the Captain ... leave the nachos. Torpedoes *0*: Had to use them as kegs. Cargo *Beer*: Duh!
Enhancements:
a) Ramming Energized Prow - The Bottle Opener, used to board other .. things ... that float in space and have beer. What are those things called again? (Work in progress) b) Escape Shuttle - To go buy munchies .... Does anyone know how to drive this .. erm .. fly this thing? c) Narvian Computer core - *stares* Whose idea was this anyways? *stares some more* Can we get it drunk? d) Multiphased Trackig Array - Oh .. wait ... that's not a dartboard? WTF!?
rabid
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sheff
Star Hero
[ Star Traders 2 Supporter ]
Posts: 503
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Post by sheff on Apr 8, 2015 22:23:46 GMT -5
So its a Clan Javat flagship. Vastly improved though. All they ever served me inflight was coors light. Not really beer, more like water that beer cans have rusted into. Guiness...
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Post by whitegauntlet on Oct 7, 2015 10:44:01 GMT -5
I'm flying the Slayernz NR2 for a while now and it's absolutely perfect for my style of play: Hull 22 Armor 11 Engines 50 Sails 50 Crew 100 Hold 204 (including WF Tank, Cargo Hold+20%, Weapons Cabinet, WF Recycling Plant, and Cargo Pod+10). Guns 45 Torps 2 WF Consumption 0.87 Red, 0.00 Green I can haul for shortage, blockade for decades, scare the pajeezers out of Steel Song, and wreak havoc anywhere on the map without fear I'll run short of WF, power, or guns. This, my friend, is my version of Cat heaven. I'll admit that it's only marginally better than this cat heaven though .. 0.00 in green? How is that possible? Why aren't the crew drinking anything? Also, is it possible to get 0.00 in green and 0.00 in red, at the same time?
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Post by slayernz on Oct 7, 2015 16:46:13 GMT -5
Whilst it is possible to get WF consumption to very very very low levels going through red, I don't believe it's possible to get it to zero. Then again, I've never really tried. Getting zero consumption in the green is really easy. My modified VolksWagen fuel efficiency and emissions sensors report that all the time. In fact, it sometimes reports that I get negative consumption.
I'll try and design a ship that is the most fuel efficient possible and see what happens ... but I'm guessing that even with 200+ pilot, squillions of sails and not much else, you'll still have fuel consumption in red zones.
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Post by whitegauntlet on Oct 7, 2015 20:17:31 GMT -5
Whilst it is possible to get WF consumption to very very very low levels going through red, I don't believe it's possible to get it to zero. Then again, I've never really tried. Getting zero consumption in the green is really easy. My modified VolksWagen fuel efficiency and emissions sensors report that all the time. In fact, it sometimes reports that I get negative consumption. I'll try and design a ship that is the most fuel efficient possible and see what happens ... but I'm guessing that even with 200+ pilot, squillions of sails and not much else, you'll still have fuel consumption in red zones. Interesting. I've never even come close to this, since I generally only fly massive ships. No! I'm not compensating! Who said that? o.o
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Post by slayernz on Oct 8, 2015 0:33:13 GMT -5
Sails over 40, hiiiiigh pilot skill, pilot officer, high morale. All of this makes your fuel consumption really good.
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Post by geoklng on Dec 10, 2015 18:07:17 GMT -5
There is something magical with this Cruiser, as with the same upgrades, it manages to get better fuel mileage than my favorite custom ship, despite having a larger Hull, more engines, more crew and less sails.
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Post by slayernz on Dec 10, 2015 18:41:42 GMT -5
Whatthehell - Slayernz Cruiser is a myth - a fable man! You've been on the spice too much. You're one teapot short of a Steel Song torp! You're one hat shy of a Rychart ... err person.
Okay so maybe it does exist. you've modified it - and it actually looks awesome. It's a gun bunny ship with an EHr exceeding 2, lower number of guns means a bit more shooting, but more control. Torps for Cadari spirit, and a reasonable cargo hold.
The Cry of the Wind is fatter. Fatter ships travel slower. A Giant can hold onto the Slayernz Cruiser and use it like an axe. He'll just use the Cry of the Wind as a helmet. Axes are more efficient than helmets.
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Dream Ship
Dec 16, 2015 15:09:05 GMT -5
via mobile
Post by jango1 on Dec 16, 2015 15:09:05 GMT -5
RE: Low hull ships.
My first spy captain started with the Fidel Defensor cause the description said it was good to spy with. I didnt know at the time that high hull and cargo would wreck my signature. When I read that it did, I scoured the stardocks for a tiny ship to spy with, but I was indecisive and never quite satisfied.
When my ship got destroyed, it was after a super frustrating, super costly defeat. It was also the first time that I used the escape shuttle. When I saw how tiny the shuttle was, and how totally poor I was, I just said f*ck it, I'll upgrade my escape pod and spy with it.
It was a major setback but it worked. I still have that spy kicking around.
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Post by slayernz on Dec 16, 2015 23:48:25 GMT -5
jango1 having a high amount of cargo will increase your signature more than just having a large cargo space. If you get the WF Cabinet, the Electronics Cabinet, Weapons Cabinet, etc, you'll notice that it has a "~25" by the unit capacity. This means that it doesn't show up in your cargo - and therefore doesn't affect your signature at all. If you are a true spy, then having a WF Cabinet and a Spy Bank will certainly help because 25 units worth of fuel in a highly efficient ship means you'll be able to fly under the radar relatively easily. Carrying electronics (useful in surveillance) in a similar manner also keeps you stealthy. Add to that the Omni-Stealth Array and you're gonna be great. You could swap out the spy bank with a null field generator ... in fact I probably would if I were going to go stealth.
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Post by geoklng on Dec 17, 2015 8:28:06 GMT -5
This is a Thulun custom. I gave up on Battleship Architecture and Picked Military Crew retrofit instead. Giving 2 guns for each boarder i am left with 56 water-fuel. Omni-Stealth array replaces the armor upgrade. Advanced Sail System replaces Null Field Generator. I use Xeno Crew Suits in place of Weapon Cabinet. The listed WF numbers are for Insane. With 20 negotiation, it uses 1 Luxury ration/turn, which is my preferred solution for red zones.
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Dream Ship
Dec 17, 2015 15:07:40 GMT -5
via mobile
Post by jango1 on Dec 17, 2015 15:07:40 GMT -5
Thanks for clearing up the cargo issue. jango1 Carrying electronics (useful in surveillance) in a similar manner also keeps you stealthy. Does the Spybank upgrade negative the effect of Electronics that increases encounters? I don't often risk Electronics and have enough luck just with Tactics, Spy ability, and perhaps Spy officers. Since my surveillance rarely fails to make a record, I think Electronics' only benefit is the chance to create bonus records, correct? Not sure if that is a good thing... it means more turns spent caching or worse, unloading cargo at the exchange. And perhaps fewer turns scoring XP with Spy actions... I'm really unsure if prefer the quick record looting or the slow XP grind to maximise limited Spy Battle time... thoughts? I also fixate on using a tiny hull ship to reduce my signature, perhaps too much so. Also I second guess whether a slow, low sail ship is more stealthy or if a high hull-sail ratio is preferable--both for stealth and escape... One quandary is do I Omni Stealth to reduce encounters or get the Sail Probe so I am better at escaping when encounters inevitably occur... Love the trade offs in this game!
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Post by slayernz on Dec 17, 2015 19:18:58 GMT -5
To be really honest, I haven't noticed too much difference carrying a full load of cargo (electronics, weapons, artifacts) compared to carrying just a small amount of WF. Then again, I am actively looking for trouble most of the time, and not having encounters is kinda boring I'll do some tests ... will run from one side of the map to the other a few times carrying different cargo types and will let you know if large empty cargo hold, full cargo hold with artifacts, full cargo hold with electronics, full cargo hold with waterfuel and full cargo hold with Steel Song heads causes more or less encounters.
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Dream Ship
Dec 17, 2015 21:42:07 GMT -5
via mobile
Post by jango1 on Dec 17, 2015 21:42:07 GMT -5
I >love< the boring 'run-bunny' play style! So relaxing and civilised to be greasing the wheels of interplanetary commerce and espionage.
Trading body blows with Steel Song headhunters is just so messy.
I actually signed onto the forum tonight to look for guidance on my dream ship. My Crazy mode Spy is about to trade-in his stealthy little Tempus Fugit. My dream is a slightly larger ship, 11ish Hull, Fast/Agile, with a Hold that is small enough to hide and reasonable fuel economy. To get my Sail & Engines to 30+, most ships are at least 15 hull though, which I'm afraid will make the ship too large to hide... The Tempus is half as large at 8 hull.
The eponymous Jango1 is 14 hull 30/30 sail/engine and it has 60 cargo. Sniper Mk2, Warp Runner, Death Runner, Seeking Vector, the mighty Terror Class and Vindicated Class are all in this 15-to-30 ratio, 50+ Hold, weight class. A Pirate Shrunken is 10 hull, 21/21 with a lean 28 cargo hold but has 1.1 fuel efficiency. Tempted to go ridiculously small like a Luck Runner which has a petite 7 hull with 14/14 power. It has junk in the trunk tho at 42 hold. And it's 22 crew are completely occupied with 14 engine + 8 guns. O.99 fuel rate too.
Razor Class is the best compromise but it is still large. A burly Hull 16, beefy Armor 10, Sail & Engines 32, 64 Crew, concealable 48 Hold, excessive 24 guns for a Spy and 8 Torpedoes should be enough to make an escape. And an economical 0.48 fuel efficiency.
I always assume anything other than Fast/Agile is a deal breaker though... Is there any merit to having a Medium or Slow ship?
Doesn't seem to be any Fast/Agile ships with 11-ish hull which is kinda what I'm after. Only that 10 Hull, gas-guzzling Pirate Shrunken...
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Post by slayernz on Dec 17, 2015 22:03:21 GMT -5
The Jango Class ship is probably the definitive ship for Gunbunny perfection ... at least before you start going for variants on the style, or ship-designer.
Hull 15 Armour 6 Eng 30 Sails 30 Crew 55 Cargo 60 Torps 9 Guns 29
But something else fitting your bill ... Mars Class ship Hull 12 Armour 6 Eng 24 Sail 28 Crew 47 Cargo 50 Torp 2 Guns 22
Steel Song Templar (Aaargh, I am not recommending it on principle) Hull 13 (Wax-coated cardboard) Armour 8 (Corrugated cardboard) Eng 32 Sails 28 Crew 42 Cargo 85 Torps 10 (Although these are just tea pots) Guns 18 Under-crewed as Eng + Guns > Crew size.
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