Hey there Lonestar. Thanks for showing off the current version of your new starships. It’s going to take a stupidly long time for me to do “hunt and destroy” on my keyboard, what with my arm woes, but at least the reader doesn’t have to read as slowly as i’m forced to type these days.
EDIT: At least I can add in my comments about your latest warship, too, now that ive slowly scribbled all of this critique about the five ships in your much earlier post. Here we go…
The Mammoth-class looks interesting indeed. Depending on its actual combat capabilities (and its purchase price at the new-starship lot ), this graphic might be best suited for something much meaner than any kind of cruiser. A thorough read of this very interesting thread should help you figure out what sort of overall hull “class” you picture it eventually belonging to.
I don’t know how many of the graphics for its weapons bays are meant to be fully functional and how many are there just for show. The real question - above and beyond this very spiffy picture - is this: what role do you see this ship fulfilling within your fleet? The answer is what’s going to unlock the door presently standing between you and the detailed specs that the Mammoth will eventually have.
It’s a sliver, no a splinter, or maybe a thumb-tack… I greatly enjoy the visual design of this hull. Nicely done, Lonestar!
FYI: Unless you make the extra effort of creating scaled-down graphics exclusively for hulls of this size, the existing assortment of available frigate guns will show on this extra-tiny hull as being truly gigantic. To me, that would spoil the graceful appearance of what you’ve created so far. For example: if the hull’s length is 45 meters, and the typical frigate hull is 90 meters long, then you’re looking at about a 200% increase in visible turret dimensions when plugging in the usual guns. Perhaps not totally unplayable, no, but visually distracting to say the least. Again, strictly my own artistic opinion.
Is there any particular reason that it has an unrealistically low cost for the very large amount of self-produced power that you show it generating? That confused me. A typo error, maybe? Otherwise, that much “free” power (i.e., power created by means that do not require filling a precious module slot with a generator) has got to cost something proportional to the benefit gained.
If the self-generated power from the hull itself was greatly reduced, or the hull’s price was steeply hiked to pay for that, I’d say this corvette would be just about ready for serious play-testing in an actual GSB mission. While maybe being a bit of an aesthetic snag, the issue with the giant-sized turrets doesn’t affect the functionality of the hull.
Interesting shape. I like the clever way that you reduced the diameter of the cylindrical Eagle aft hull. I hadn’t considered that particular means of getting creative mileage out of this rather plain Fed. hull you used as a base.
Should a ship that suffers from -25% speedboost still have such huge warpdrive nacelles, though? The original Fed. Eagle already looked a bit awkward to me on account of its large engine hardware, and slimming-down the aft hull for this modded version aggravates this imbalance. [-shrug-] To each his own, of course. I just thought it strange in light of this new hull being slapped with such a stinging speed penalty. Just my two cents.
See review below of Supereagle Carrier hull.
See review below of Supereagle Carrier hull.
A carrier variant of your supercruiser hull? So then, it’s a Fed. Eagle that’s been working out, watching its weight and doing a lot of kickboxing. I see lots of room for the fighter repair modules as well as the extra crew quarters that those modules require. Plenty of hardpoints for short-range self-defense guns, too, in case your escort frigates get sandpapered down to nothing. When looking at the overall number of module slots plus weapons bays, I see nothing under-performing or tactically “too good to be true”.
There are some shockingly overpowered hull bonuses at work here, though. I could see retaining those mostly as-is, if the base cost of the carrier hull when empty is at least a couple thousand credits. Otherwise, you’ve got a completely game-breaking beast on your hands.
For starters, there’s no way that a 100% hull integrity boost, shield boost, and armor boost are going to be accepted for anything less than a king’s ransom of treasure here. If you plan on just using such a megaship in solitaire play on your own computer, that’s one thing; how you play GSB on your own machine is entirely up to you. But if you seek to offer these new creations as balanced hulls designed to integrate into the main game, with ship stats like these you’re going to encounter some pushback from other players.
BTW for purposes of game balance, the +100% armor boost is a major problem – even going over +35% can often create completely unkillable ships.
(this is a lot of typing for me. taking a break to let my injured arm re-spawn. gonna get some hot tea, too. )
OK, let’s dig deeper.
You’ve baked into this design the functional equivalent of 19 Type II cruiser power generators. Nineteen.
Those would would produce 969 of the 1,000 power points you spec’d for this carrier (for now we’ll ignore the excess power above that). When purchased in the Ship Design screen, the total cost of 19 type II’s comes to a gigantic 3,306 credits. Even giving that purchase a very generous two-thirds discount still comes to 1,091 credits.
We haven’t even got to addressing the cost of the engineering & life-support benefit of not needing to purchase crew modules to house the 665 personnel needed to tend that many generators. Something’s got to give, my friend.
And all of that, plus a +200% powerboost as well??? The -50% speed penalty you included doesn’t even begin to pay for all of these construction miracles.
Speaking from a financial rather than a tactical viewpoint, I don’t necessarily mind putting the power of the gods of Mount Olympus on a single hull. What I do mind is trying to do so for free. That’s the problem.
I see much potential good here, but at present it’s held hostage to some caffeinated modding over-enthusiasm. Let’s consider these supercruisers as seen here to be “Version 0.1” and build upon what you’ve learned thus far for the next iteration, okay? You’re over-reaching right now. Remember: true progress usually comes from many small steps.
Please don’t take this criticism as me busting on you personally or being mercilessly hard-assed. Any mindless jackass can see the same flaws I have but simply reply with a useless one-liner such as: “OMG YR SHIPS R T3H SUCK LOLOLOL”. I’d greatly prefer to take another approach. It’s not enough that you see the current version of the Fed. supercruiser as being fantastically over-powered. To improve them, you need to know why they’re so OP, and why that harms the player experience if using them as-is. Only then can you choose how to address the issues and improve on your work. The ultimate goal is to help you sculpt and whittle these ships down into lean fighting units that can stand alongside official ships in the game and fit into the accepted tradeoffs of price-versus-ability that all hulls must. That’s the kind of helpful perspective that the modding community is here to offer you. Don’t be discouraged.
OK my arm is seriously barking, from shoulder to fingers. F this carpal-tunnel problem. >:( Time to drop to sublight speed for extended emergency cool-down of the warp core. More than enough typing for one topic tonight.