cdbeck
Posts: 1374
Joined: 8/16/2005 From: Indiana Status: offline
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Here is a closer picture of the lower part of the design screen, which gives a detailed analysis of the weapons I have added to the ship. I have a firepower of 24 and a range of 320. Those damage bars show that this is a single target beam weapon. Ah, torpedoes, those massive flashes of flaming and exploding death. Like weed killer for pirates! Like the beam weapons, the torpedoes have damage ratings, ranges, speeds, energy use, damage loss rates, and fire rates. My Epsilon torpedoes are pretty sweet stuff, firing only slightly slower than the Concussion Beams, they do almost 4x the damage! They travel rather slowly, so it is possible that an agile ship might be able to evade them, but my ship’s agility should help make up for this (particularly if I give it a decent turning radius). Building these torpedoes costs a bit more resources, and they use a large amount of energy, but I think they will be worth it. Once great thing is that the Concussion Beams have a range of 320, not drastically different than my torpedoes 490. So it was definitely a good thing to choose them over the Maxos Blasters, the Concussion Beams will still be able to fire at a decent range with my torpedoes, and hopefully be able to outdistance the weaponry of my rivals. Another type of optional component, that is particularly useful for battle, is a damage control module. Having added a few weapons and designated my ship as long-range fighting craft, it might not hurt to have one of these onboard. This particular system, the S1F2 Repair Bot, reduces the damage the ship will take a very decent 20% and provides a repair rate of 5 secs per damaged component. Because my ship will be fast, and hopefully be able to outrun enemy ships, it might be a good investment to have a repair bot, which will be able to refresh damaged systems while the strike craft outruns its pursuers. Although self-repair, high-range, and maneuverability are all good defenses, they are not replacements for a decent shield. Shields are large systems, sometimes as big as reactors, but they provide the first line of defense against most weapons. Not having shield power is a recipe of quick destruction, and many ships base their “flee conditions” on the level of shield energy they have remaining. I’m going to add a few of these, that provide 115 shield energy per component, and hope I have enough size left to keep it under 330, but still be able to add a few more engines (all of this extra size has slowed down the ship considerably).
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"Neca eos omnes. Deus suos agnoscet!" (Kill them all. God will know his own.) -- Arnaud-Armaury, the Albigensian Crusade
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