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 Author [Beta] Utility Ship Layout Feedback
Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2011-05-02 20:14   
These went in the other day, but I figure we could use an official thread for them. Utility Ships include Transports, Extractors, Engineers and Supplies.



Point caps:

Transport: 67
Engineer: 73
Supply: 73


-=UGTO=-

ST-8 Assault Transport


The ST-8 is the standard UGTO troopship. It can deploy a full battalion of troops to invade enemy planets and carries a hefty self-defense armament to ensure it can reach its targets. Confederate raiders quickly learned not to take convoys of these ships lightly.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 4x Standard Armor (24 pts) ( 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Standard Chemical Laser (5 pts)
- 4x Dual-arc Particle Cannon (6 pts) ( 1 FP, 1 FS, 1 AP, 1 AS )
- 4x Dual-arc Proton Torpedo (6 pts) ( 1 FP, 1 FS, 1 AP, 1 AS )

- 1x Auxiliary Power Generator (2 pts)

Total: 67


ST-9 Heavy Transport

Where the Assault Transport packs firepower, the ST-9 Heavy Transport instead relies on sheer durability. It employs the same chassis but exchanges the weapon ports for extra armor plating. As a result this tough little ship can withstand planetary defense fire for much longer than its thin-skinned sibling.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 6x Standard Armor (36 pts) ( 2 Full, 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Standard Chemical Laser (5 pts)

- 1x Auxiliary Power Generator (2 pts)

Total: 67


ST-10 Cargo Transport

The ST-10 is based on a civilian design employed throughout the UGTO. An omnipresent symbol of commerce and prosperity, it can haul bulk cargoes from planet to planet quickly and efficiently.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 3x IE Drive (27 pts)
- 4x Standard Armor (24 pts) ( 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Standard Chemical Laser (5 pts)

- 1x Full-arc Tractor Beam (5 pts)

Total: 67


ST-14 Extractor

Extractors are prospecting and mining ships widely employed in frontier systems, where large-scale mining infrastructure is not yet in place. They can locate mineral deposits on planets, moons and even asteroids and use their industrial mining beams to immediately begin harnessing these natural resources.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 3x IE Drive (27 pts)
- 2x Standard Armor (12 pts) ( 2 Full )

- 2x Full-arc Standard Chemical Laser (5 pts)

- 1x Scanner (1 pt)
- 4x Fore-arc Mining Beam (8 pts)
- 2x Dual-arc Tractor Beam (6 pts) ( 1 AP, 1 AS )
- 1x Auxiliary Power Generator (2 pts)

Total: 67



ST-11 Engineering Ship

Engineering ships carry a complement of automated construction robots, often called "drones", that can rapidly assemble surface facilities or free-floating space platforms. The ST-11 is designed for frontline work, where its improved point-defense armament means it can engineer planetary infrastructure and defend the planet against enemy attack at the same time. It also carries heavier armor, allowing it to better withstand direct assault by raiders seeking to take advantage of an undefended colony.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 5x Standard Armor (30 pts) ( 1 Full, 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Standard Chemical Laser (5 pts)
- 4x Dual-arc Standard Chemical Laser (6 pts) ( 1 FP, 1 FS, 1 AP, 1 AS )

- 1x Build Drone (6 pts)
- 1x Auxiliary Power Generator (2 pts)

Total: 73


ST-12 Advanced Engineering Ship

Unlike the ST-11, this engineering ship is not intended for hazardous frontier work. Instead, it is optimized for working above and around major industrialized worlds, far behind the lines. It lacks the armor and point-defenses of the ST-11, but benefits from a greatly expanded drone complement, a pair of mining beams to augment the resources it can work with and a tractor beam for towing space platforms into position.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 4x Standard Armor (24 pts) ( 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Standard Chemical Laser (5 pts)

- 2x Fore-arc Mining Beam (4 pts)
- 1x Aft-arc Tractor Beam (2 pts)
- 2x Build Drone (6 pts)
- 1x Auxiliary Power Generator (2 pts)

Total: 73



ST-31 Supply Ship

Supply ships are a vital support unit in the Trade Navy. They carry fuel and ammunition to front-line combatants and can carry out field repairs on damaged ships. Without this crucial supply line, the Trade Navy's military might would falter as soon as it jumped away from the safety of the Core Worlds. The ST-31 is specifically designed to actively support main-line warships in combat, sporting reinforced armor and a heavy point-defense armament.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 5x Standard Armor (30 pts) ( 1 Full, 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Standard Chemical Laser (5 pts)
- 4x Dual-arc Standard Chemical Laser (6 pts) ( 1 FP, 1 FS, 1 AP, 1 AS )

- 1x Reload (6 pts)
- 1x Auxiliary Power Generator (2 pts)

Total: 73


ST-32 Heavy Supply Ship

The huge capital ships of the Trade Navy need vast quantities of supplies to keep operational, for which the ST-31 Supply Ship is not always sufficient. To service these mighty behemoths the ST-32 has twice the supply capacity and repair drones of its more rugged cousin. It also sports a pair of tractor beams for towing space platforms, allowing it to further augment its support capacity. These expanded abilities come at a price, however; its armor is thinner and it lacks the ST-31s point-defense armament, making it far more vulnerable to enemy attack.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 4x Standard Armor (24 pts) ( 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Standard Chemical Laser (5 pts)

- 2x Dual-arc Tractor Beam (6 pts) ( 1 AP, 1 AS )
- 2x Reload (12 pts)
- 1x Auxiliary Power Generator (2 pts)

Total: 73



-=K'luth=-

Carrier


The Carrier is a powerful workhorse transport capable of hauling large amounts of cargo or passengers. During the exodus from the Home Stars, these ships were vital in evacuating the K'luth populous. Today, with most of the population settled on colony planets, Carriers find themselves more often in the role of troop transport. Many have been armed with a battery of torpedo launchers to fend off human patrol ships as they approach their targets.

Proposed Layout:
- 1x Antimatter Jump Drive (6 pts)
- 2x PIE Drive (18 pts)
- 3x Organic Armor (18 pts) ( 1 F, 1 P, 1 S )
- 1x Cloaking Device (3 pts)
- 1x AHR (3 pts)

- 2x Full-arc Disruptor (5 pts)
- 8x Dual-arc AM Torpedo (12 pts) ( 2 FP, 2 FS, 2 AP, 2 AS )

- 1x Auxiliary Power Generator (2 pts)

Total: 67


Armored Carrier

This variant of the standard Carrier dispenses with the torpedo launchers and instead mounts heavy armor plating to let it withstand fire from planetary defense grids. It has been seeing more and more use when K'luth forces assault major human colonies, as the standard design simply lacks the durability to participate in a full-scale invasion.

Proposed Layout:
- 1x Antimatter Jump Drive (6 pts)
- 2x PIE Drive (18 pts)
- 5x Organic Armor (30 pts) ( 2 Full, 1 F, 1 P, 1 S )
- 1x Cloaking Device (3 pts)
- 1x AHR (3 pts)

- 2x Full-arc Disruptor (5 pts)

- 1x Auxiliary Power Generator (2 pts)

Total: 67


Cargo Carrier

This variant of the Carrier is employed for noncombat operations. It sacrifices both armor and armament for speed and efficiency.

Proposed Layout:
- 1x Antimatter Jump Drive (6 pts)
- 3x PIE Drive (27 pts)
- 3x Organic Armor (18 pts) ( 1 F, 1 P, 1 S )
- 1x Cloaking Device (3 pts)
- 1x AHR (3 pts)

- 2x Full-arc Disruptor (5 pts)

- 1x Full-arc Tractor Beam (5 pts)

Total: 67


Extractor

Extractors were an essential part of the K'luth Armada during the years of exodus. After leaving the Home Stars but before they settled near human space, the K'luth were nomadic and depended entirely upon Extractors to harvest and haul resources from worlds they passed in their travels. Since settling in Sirius and the surrounding systems, these ships have been put to use providing resources for newly-settled colonies that have yet to establish their own mining bases.

Proposed Layout:
- 1x Antimatter Jump Drive (6 pts)
- 3x PIE Drive (27 pts)
- 1x Organic Armor (6 pts) ( 1 Full )
- 1x Cloaking Device (3 pts)
- 1x AHR (3 pts)

- 2x Full-arc Disruptor (5 pts)

- 1x Scanner (1 pt)
- 4x Fore-arc Mining Beam (8 pts)
- 2x Dual-arc Tractor Beam (6 pts) ( 1 AP, 1 AS )
- 1x Auxiliary Power Generator (2 pts)

Total: 67



Drone Engineer

Engineering ships are a relatively new development for the K'luth. They were produced in vast quantities when the Armada began settling the Sirius system and its neighbors, in order to rapidly construct planetary infrastructure for the settlers. Following the settlement and the new conflict with the humans, most standard Drones were upgraded with improved armor and light weapons to defend front-lying colonies against human aggression as they work.

Proposed Layout:
- 1x Antimatter Jump Drive (6 pts)
- 2x PIE Drive (18 pts)
- 4x Organic Armor (24 pts) ( 1 Full, 1 F, 1 P, 1 S )
- 1x Cloaking Device (3 pts)
- 1x AHR (3 pts)

- 2x Full-arc Disruptor (5 pts)
- 4x Dual-arc Disruptor (6 pts) ( 1 FP, 1 FS, 1 AP, 1 AS )

- 1x Build Drone (6 pts)
- 1x Auxiliary Power Generator (2 pts)

Total: 73


Advanced Drone Engineer

Advanced Drones are a more sophisticated variant, equipped with a second construction drone bay, mining beams and a tractor beam to expedite their work. They sacrifice armor and defensive armament to do so, however. As this makes them unfit to operate in areas at risk from human attack, they primarily operate closer to established colonies with heavy defenses.

Proposed Layout:
- 1x Antimatter Jump Drive (6 pts)
- 2x PIE Drive (18 pts)
- 3x Organic Armor (18 pts) ( 1 F, 1 P, 1 S )
- 1x Cloaking Device (3 pts)
- 1x AHR (3 pts)

- 2x Full-arc Disruptor (5 pts)

- 2x Fore-arc Mining Beam (4 pts)
- 1x Aft-arc Tractor Beam (2 pts)
- 2x Build Drone (12 pts)
- 1x Auxiliary Power Generator (2 pts)

Total: 73



Worker

Workers are supply and repair ships that help to maintain the fighting force of the Armada. They carry fuel, ammunition and other vital supplies to front-line combat ships, and can conduct field repairs to damaged vessels. The standard Worker carriers armor and point-defense to let it operate even under heavy fire.

Proposed Layout:
- 1x Antimatter Jump Drive (6 pts)
- 2x PIE Drive (18 pts)
- 4x Organic Armor (24 pts) ( 1 Full, 1 F, 1 P, 1 S )
- 1x Cloaking Device (3 pts)
- 1x AHR (3 pts)

- 2x Full-arc Disruptor (5 pts)
- 4x Dual-arc Disruptor (6 pts) ( 1 FP, 1 FS, 1 AP, 1 AS )

- 1x Reload (6 pts)
- 1x Auxiliary Power Generator (2 pts)

Total: 73


Advanced Worker

Like its sibling, the Advanced Worker is a supply and repair ship. Unlike the standard Worker, it exchanges extra armor and point-defense to carry a second repair drone bay and a pair of tractor beams for towing space platforms to further augment its capabilities. As a result it is fragile and vulnerable to enemy fire, but can efficiently support the heavy warships of the K'luth Armada.

Proposed Layout:
- 1x Antimatter Jump Drive (6 pts)
- 2x PIE Drive (18 pts)
- 3x Organic Armor (18 pts) ( 1 F, 1 P, 1 S )
- 1x Cloaking Device (3 pts)
- 1x AHR (3 pts)

- 2x Full-arc Disruptor (5 pts)

- 2x Dual-arc Tractor Beam (6 pts) ( 1 AP, 1 AS )
- 2x Reload (6 pts)
- 1x Auxiliary Power Generator (2 pts)

Total: 73


Ultimate Worker

The Ultimate Worker expands the capabilities of the Worker line even further. Instead of armor, point-defenses or tractor beams, it carries a set of construction drones to build planetary facilities or space platforms. This gives it both the repair and resupply capability of the Ultimate Worker and the construction capability of a Drone Engineer, making it one of the most versatile support ships the K'luth Armada has at its disposal.

Proposed Layout:
- 1x Antimatter Jump Drive (6 pts)
- 2x PIE Drive (18 pts)
- 3x Organic Armor (24 pts) ( 1 F, 1 P, 1 S )
- 1x Cloaking Device (3 pts)
- 1x AHR (3 pts)

- 2x Full-arc Disruptor (5 pts)

- 2x Reload (12 pts)
- 1x Build Drone (6 pts)
- 1x Auxiliary Power Generator (2 pts)

Total: 73



-=ICC=-


MT-261 Light Transport


The MT-260 series of modular bulk transports has seen extensive use by both civilians and the military. They are easily reconfigured and the underlying frame is one of the most versatile that Shi Jie has ever produced. This particular variant is the Confederate Navy's standard troop transport and is armed with a light railgun battery for self-defense against UGTO interceptors.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 4x Active Shields (22 pts) ( 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Chemical Beam Laser (5 pts)
- 4x Tri-arc Railgun (8 pts) ( 1 FPS, 1 FPA, 1 FSA, 1 APS )
- 4x Single-arc Railgun (4 pts) ( 1 F, 1 P, 1 S, 1 A )

- 2x Auxiliary Fusion Generator (4 pts)

Total: 67


MT-262 Heavy Transport

The MT-262 is a heavier version of the standard Confederate Navy troopship. In place of a defensive railgun battery it fits heavy armor plating. This greatly improves its durability, allowing it to linger above planets despite heavy surface-to-orbit fire. The 262 has been instrumental in liberating ICC planets that have been occupied and fortified by UGTO forces.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 4x Active Shields (22 pts) ( 1 F, 1 P, 1 S, 1 A )
- 2x Composite Armor (12 pts) ( 2 Full )

- 2x Full-arc Chemical Beam Laser (5 pts)

- 2x Auxiliary Fusion Generator (4 pts)

Total: 67


C-263 Cargo Transport

The latest civilian model of the C-260 series transports has none of the armament or armor of its military counterparts. Instead it packs in extra engine power to expedite the shipment of goods and resources between Confederate colonies. This particular ship has been one of Shi Jie's most popular sellers in recent years.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 3x IE Drive (27 pts)
- 4x Reactive Shields (22 pts) ( 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Chemical Beam Laser (5 pts)

- 1x Full-arc Tractor Beam (5 pts)
- 1x Auxiliary Fusion Generator (2 pts)

Total: 67


MT-152 Extractor

In its civilian form, the C-152 Industrial Mining Transport is a sturdy, rugged ship used by prospectors to find and exploit valuable mineral deposits in frontier systems. When war broke out, the Confederate Navy found itself somewhat strapped for resources on its front-line bases. UGTO commerce raiders would intercept shipments of material, stalling the development of defensive fortifications and allowing the Trade Navy to easily overrun ICC positions. The Confederate Navy solved the problem by hiring on a large number of prospectors as "military auxiliaries" and put them to work providing resource income for newly-established bases.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 3x IE Drive (27 pts)
- 2x Composite Armor (12 pts) ( 2 Full )

- 2x Full-arc Chemical Beam Laser (5 pts)

- 1x Scanner (1 pt)
- 4x Fore-arc Mining Beam (8 pts)
- 2x Dual-arc Tractor Beam (6 pts) ( 1 AP, 1 AS )
- 1x Auxiliary Fusion Generator (2 pts)

Total: 67



ME-110 Engineering Ship

Engineering ships like the ME-110 series have been vital to the development and growth of the ICC. They have allowed for the continued development of Confederated infrastructure after ties were cut with the UGTO and its long-established industrial base. The ME-110 in particular is a military conversion designed to operate in hostile theaters. It carries a greater array of point-defense lasers to protect planets from enemy bombs and extra armor plating to withstand direct attack.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 4x Active Shields (22 pts) ( 1 F, 1 P, 1 S, 1 A )
- 1x Composite Armor (6 pts) ( 1 Full )

- 2x Full-arc Chemical Beam Laser (5 pts)
- 4x Dual-arc Chemical Beam Laser (6 pts) ( 1 FP, 1 FS, 1 AP, 1 AS )

- 1x Build Drone (6 pts)
- 2x Auxiliary Fusion Generator (4 pts)

Total: 73


ME-115 Engineering Ship

The ME-115 more closely resembles civilian engineering ships. It lacks the augmented armor and point-defenses of the ME-110. Instead, it boasts an expanded construction drone bay, mining beams for on-the-spot resource gathering and a tractor beam for towing space platforms into position. It is vulnerable to attack, however, which means it is usually restricted to operating behind the lines in secure systems.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 4x Active Shields (22 pts) ( 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Chemical Beam Laser (5 pts)

- 2x Fore-arc Mining Beam (4 pts)
- 1x Aft-arc Tractor Beam (2 pts)
- 2x Build Drone (6 pts)
- 2x Auxiliary Fusion Generator (4 pts)

Total: 73


ME-117 Engineering Ship

The 117 is an expansion and improvement on the ME-110 series of engineering ships. The ME-115's construction capability is sufficient for most needs, but in some cases a newly-established base also requires supply and repair capabilities. To meet this need, the 117 exchanges the mining and tractor beams of the 115 for a bay of repair drones, allowing it to fill the roles of both engineer and supply ship. These ships are greatly prized by frontline commanders for their versatility.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 4x Active Shields (22 pts) ( 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Chemical Beam Laser (5 pts)

- 2x Build Drone (6 pts)
- 1x Reload
- 2x Auxiliary Fusion Generator (4 pts)

Total: 73



ML-290 Supply Ship

With their ammunition-hungry railguns and missile launchers, the Confederate Navy is dependent upon its supply lines to a far greater degree than either the Trade Navy or the K'luth Armada. While planetary supply depots are the cornerstone upon which this system is based, the mobile supply ships are an integral part. They ferry supplies to frontline combat squadrons exhausted from fighting and can repair the hull, armor and internal subsystems of battle-damaged ships. The ML-290 is an armored and upgunned variant, designed to enter combat alongside its charges to provide on-the-spot support.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 4x Active Shields (22 pts) ( 1 F, 1 P, 1 S, 1 A )
- 1x Composite Armor (6 pts) ( 1 Full )

- 2x Full-arc Chemical Beam Laser (5 pts)
- 4x Dual-arc Chemical Beam Laser (6 pts) ( 1 FP, 1 FS, 1 AP, 1 AS )

- 1x Reload (6 pts)
- 2x Auxiliary Fusion Generator (4 pts)

Total: 73


ML-292 Heavy Supply Ship

The ML-290 Supply Ship can fill most of the day-to-day needs of the Confederate Navy, but for their heavy dreadnought squadrons its capacity falls short. That is where the ML-292 steps in. In place of armor or point-defenses, it carries an expanded supply and repair drone bay, allowing it to provide far more service to its charges. The lack of defenses leaves it vulnerable to attack, however, so this ship flies with a heavy escort and rarely enters combat deliberately.

Proposed Layout:
- 1x Tachyon Drive (6 pts)
- 2x IE Drive (18 pts)
- 4x Active Shields (22 pts) ( 1 F, 1 P, 1 S, 1 A )

- 2x Full-arc Chemical Beam Laser (5 pts)

- 2x Dual-arc Tractor Beam (6 pts) ( 1 AP, 1 AS )
- 2x Reload (6 pts)
- 2x Auxiliary Fusion Generator (4 pts)

Total: 73



Commentary is welcome.
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-05-02 20:57   
all look good expect the 3 tier (what other name is there for them) enginers, about the onjly use they would have is the start of scen. Otherwise that that relod slot would be better as a build to inable the person to build faster other wise you give time to the enemy (namely luth) to kill you
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SpaceAdmiral
Grand Admiral

Joined: May 05, 2010
Posts: 1005
Posted: 2011-05-02 21:03   
Overall nerf to engineers, as even though the "heavy" engineers have a tractor beam, towing plats already cause you to break off mining. Human engis lost their 3rd build drone for speedy building.

Transports look good: will you choose speed, armor, or weapons? Makes for different roles of the transports. Weapons are near moot though as weapon scaling makes these scout levels.

Supply ships got a weapons nerf (especially kluth), and kluth no longer carry EW. All for 2 tractor beams? Weapons were scaled, but the kluth suppy could draw blood against smaller ship.

So I see some nerfs. I also see trying to bring every faction to having nearly the same layout. I personally don't like the nerfs(utility nerfs, such as the engi losing the build drone and kluth suppies losing EW, weapon nerfs don't mean much).

What I do like is the new build/supply engineers/suppys and the transports.
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-05-02 21:29   
The new Transport layouts seem really good, Heavy Transport with some actual survivability, and the "Fast Transports" are interesting.

Can't say much about Extractors, they're only for one thing. I'm wondering why they have Scanners though, they're certainly not going to be used in combat and you don't need them while sitting at a planet mining.

Why did the ICC and UGTO Engineers lose the 3rd build drone instead of just giving the Kluth an Engineer with 3? Building is already boring and tedious enough as it is, especially in Scen when you're trying to get to a point where you can get something bigger than a Frigate without spending half the time limit to do it. And an Engineer with a repair drone instead of mining/tractor beam.....why? It won't work very well for planetary construction since it can't mine, and for fleet support it'd better to build a supply plat and tow it around, or just use an actual supply ship. Same with the Ultimate Worker.
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2011-05-02 21:35   
on the paper, those ships look nice
couldnt test em in beta yet

but id like some bigger differences between the factions (especially for the transports)

eg
the normal transport for all plus

a rapid deployment transport for icc only

- really fast
- strong front armor
- weak side
- (nearly) none at rear-side
- some punch facing foreward
- minor pd as missle-defense ( max 2 beams)
- maybe smaler cargo( -2 troops?)

a heavy "tanked" transport for ugto
- heavy armor for all arcs
- slow moving
- weapons facing all directions
- good pd (eg 2 beams per side)

and luth a planetary assault transport
- 2 (or even 3) biobombs
- minor pd (eg 2 all-arc)
- normal armor and speed
- maybe bigger cargo (+2 troops)
- some ecm support
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2011-05-03 00:15   
3 Build drones were determined as more than we wanted on one ship. They were out-building Command Dreads and Stations, which just didn't sit well with us.

The Scanners on the Extractors are so they can detect asteroids to mine/tow.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-05-03 02:06   

What are the EW stats on these new ships?


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Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-05-03 06:41   
Quote:

On 2011-05-03 00:15, Jim Starluck wrote:
3 Build drones were determined as more than we wanted on one ship. They were out-building Command Dreads and Stations, which just didn't sit well with us.

The Scanners on the Extractors are so they can detect asteroids to mine/tow.




shouldn't they be able to out build them since they are dedicated enginering ships, not a jack of all trades ship
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Gejaheline
Fleet Admiral
Galactic Navy


Joined: March 19, 2005
Posts: 1127
From: UGTO MUNIN HQ, Mars
Posted: 2011-05-03 06:58   
I'm pretty sure ICC were the only faction with an engineer that had 3 build drones.

Generally the layouts look good, although I'm yet to test them in beta. I would propose a renaming of the "basic" supply and engineer ships to something like "field supply/engineer ship" to reinforce the idea that they're ruggedised version of the comrades rather than implying that their "advanced" cousins are just better.

For example, the UGTO supply ship becomes "Field Supply Ship" and the engineer becomes the "Field Engineer"
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-05-03 12:51   
Kluth was the only faction that did not have a 3 drone Engineer, I've played UGTO in scen many times so I definitely remember that much.

Aren't Engineers supposed to outbuild command ships? They'd be pointless if they couldn't, there would literally be no reason to EVER use an Engineer aside from getting the construction badges necessary to use a Command Ship.
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From: UGTO MUNIN HQ, Mars
Posted: 2011-05-03 13:39   
Yes, I stand corrected, current UGTO engineers have two and three build drones.
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Posted: 2011-05-03 19:29   
Jim.... whats with your obsession with removing sheilds from ICC ships?

talking directly about the extractor...

You know what makes icc ships good? They cannot be pecked to death....


not... a huge deal.. as ill be building plats to sit on to augment my defences as i mine.
[ This Message was edited by: Defiance*XO* on 2011-05-03 19:41 ]
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From: Dres-Kona
Posted: 2011-05-03 21:14   
Quote:

On 2011-05-03 19:29, Defiance*XO* wrote:
Jim.... whats with your obsession with removing sheilds from ICC ships?

talking directly about the extractor...

You know what makes icc ships good? They cannot be pecked to death....


not... a huge deal.. as ill be building plats to sit on to augment my defences as i mine.
[ This Message was edited by: Defiance*XO* on 2011-05-03 19:41 ]




I was gonna say something like that.

Why not add one more build drone to the Luth engi and keep the ICC and UGTO ones at 3
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SpaceAdmiral
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Posted: 2011-05-03 21:57   
Quote:

On 2011-05-03 19:29, Defiance*XO* wrote:
Jim.... whats with your obsession with removing sheilds from ICC ships?

talking directly about the extractor...

You know what makes icc ships good? They cannot be pecked to death....


not... a huge deal.. as ill be building plats to sit on to augment my defences as i mine.
[ This Message was edited by: Defiance*XO* on 2011-05-03 19:41 ]



Actually this is a buff, the armor plates are counted as "full" arc. Shields added will also be counted as full arc, but they can't be repaired and they have less hp. Since they are already Full arc there is no possible redirecting of shields.
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From: Dres-Kona
Posted: 2011-05-03 22:21   
Quote:

On 2011-05-03 21:57, SpaceAdmiral wrote:
Quote:

On 2011-05-03 19:29, Defiance*XO* wrote:
Jim.... whats with your obsession with removing sheilds from ICC ships?

talking directly about the extractor...

You know what makes icc ships good? They cannot be pecked to death....


not... a huge deal.. as ill be building plats to sit on to augment my defences as i mine.
[ This Message was edited by: Defiance*XO* on 2011-05-03 19:41 ]



Actually this is a buff, the armor plates are counted as "full" arc. Shields added will also be counted as full arc, but they can't be repaired and they have less hp. Since they are already Full arc there is no possible redirecting of shields.




because of that change its weaker than the other two counterparts
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