Quote:I don't think that it looks like a hot dog actually...and will this be a custom made ship with addable cargo pods? it looks so cool..just like a big cargo/tanker ship.
KUDOS all around.
Thanks for the comments and yes, have any assortment of cargo pods you want. It's fine by me:DI really would enjoy having some sort of custom arrangements so I figure why not incorporate that into the model.
I've made smaller adjustments , made the engines smaller and better fit the cargo bay to the superframe so basically there isn't much left to do with the Grandbell. I am going to finish up the Cutter Class, which is the original ship in this topic. It'll be as same cargo capacity hopefully I can figure a way to make it look as such without losing it's "feel," and such.
Quote:Can I order two of these?
For around 130million credits >,> i'll give ya two of em!
Quote:How about making a new shield for it? Frigate shields anyone?
Stronger than a gunboat, weaker than a cruiser.
there is no room the way the classes has been set up, 8-9 I would say it would fall closer to the 9's then anything.
I am going to sit through and entire weapons, shield line for the frigate class. Without disturbances from dev phobia.
I am thinking,
Basic power out put ~ 800,000
Transport Class 7 Type 5's (Heavy) edit:edit: 48 shots 4 mounted = H 787,200 S 388,800
Weapon Class: 7
Hull Damage: 2950
Shield Damage: 2025
Range: 1,098 m
Projectile Speed: 750 m/s
Refire Rate: 2.00
Energy Usage: 4,100
Transport Class 7 Type 6 Mk i (Light) edit: 78 shots 4 mounted = H 58,593 S 19500
Weapon Class: 7
Hull Damage: 750
Shield Damage: 250
Range: 900 m
Projectile Speed: 1,800 m/s
Refire Rate: 5.00
Energy Usage: 2,600
Transport Class 7 Type 6 Mk ii (Light) edit: 78 shots 4 mounted = H 11,700 S 50,700
Weapon Class: 7
Hull Damage: 150
Shield Damage: 650
Range: 900 m
Projectile Speed: 1,800 m/s
Refire Rate: 5.00
Energy Usage: 2,600
Transport Class 7 Type 7 (med)edit: 61 shots 4 mounted = H 76,335 S 38,125
Statistics
Weapon Class: 7
Hull Damage: 1,250
Shield Damage: 625
Range: 1,100 m
Projectile Speed: 800 m/s
Refire Rate: 3.00
Energy Usage: 3275
Transport Class 7 Type Missile Turret (heavy)
Weapon Class: 7
Hull Damage: 8,650
Shield Damage: 12,975
Range: 3,500 m
Projectile Speed: 165 m/s
Refire Rate: 0.33
Energy Usage: 620,000
Turn Rate: 8.10 rad/s
Explosion Radius: 70 m
I too want to make missile turrets that are limited not by energy but by normal missiles. 70 rounds. Keep the refire low and I don't see what the problem is. Missile spam? Can't if you can fire a missile every 20 seconds. In a battle 20 seconds is a long time. Also too much power? Fine reduce the amount of damage.
:/
Edit: So I plan to have my Grandbell to have 9 turrets x2 5's x4 6mkii's x2 6mki's x1 missile turret.
Without the missile being used. With 33 shots firing all guns you'll get H 264,000 S 235,950 Would be funnier just only having all 6's mk i & mk ii's
Transport Class 7 Type 6 Mk i (Light) edit: 78 shots 4 mounted = H 58,593 S 19500
Weapon Class: 7
Hull Damage: 750
Shield Damage: 250
Range: 900 m
Projectile Speed: 1,800 m/s
Refire Rate: 5.00
Energy Usage: 2,600
Transport Class 7 Type 6 Mk ii (Light) edit: 78 shots 4 mounted = H 11,700 S 50,700
Weapon Class: 7
Hull Damage: 150
Shield Damage: 650
Range: 900 m
Projectile Speed: 1,800 m/s
Refire Rate: 5.00
Energy Usage: 2,600
These two are well enough to wipe out fighters and bombers. If you can image the amount of power having a weapon like this being at 5 refire and 1,800 m/s you'll need nothing else. Which is why I separated them into hull buster and shield buster.
The main problem with those turrets is that they are useful and thus cannot exist.
I am serious.
Try using gunboat weps, since they will still need to ask permission for better items.
Or, you can use a smaller number of cruiser turrets, which always works.