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Post by lordsith on Mar 22, 2012 7:50:18 GMT -5
Ok, these definately break the rules; and they will probably upset a few of you out there. But as a gamer and a physicist I just couldn't resist pushing the envelope and doing a little tweaking. Here is the first part of how to make really big ships: www.senselesspastimes.com/2012/03/colonial-battlefleet-oversized-ships.htmlAs I say in the post, these probably won't actually break the system because of the quadratic nature of the design formulas. The ship cost are too steep in relation to what you get, and scenerio limits will make these big ships to expensive to use. But if you want to design a Titanstar class ship that feels like a Titanstar here is a way to go about it.
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Post by lordsith on Mar 23, 2012 14:24:12 GMT -5
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Post by warchariot on Mar 23, 2012 17:11:16 GMT -5
Okay, I've stayed queit about this because I'm the designer of most of the MvM ships. I understand the bigger ships discussion and I'm glad you kept armor at 10 and hardpoints to six. You did say they would be very costly to field, but then you didn't put hardly any fighters on board the Kronus??? For Kronus, I would have had two hardpoints at seven rail guns F/P/S each, a missile rack with four tubes max for the 12 ammo-would up that, and then fighters and gunships. The Pandemonium is better with all the fighters and gunships, but I would have gone rail guns as this is the height of KKweapons, so why would they step back in tech? The flak and PDef makes sense as does some sec force, but I won't go over 10 as the tin cans should be able to out number them if they board. Thanks for the interest in the game and that you like MvM. It would be nice to hear about a battle with one of these verus several three blades....
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Post by TheDreadnought on Mar 23, 2012 21:50:47 GMT -5
Love to see people playing around with the system. I'll second the motion for an AAR involving these.
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