Forums » Suggestions

Battlemoth

Aug 18, 2011 pirren link
Current trident-M implementation still doesn't solve group combat issues, when light cappie is needed. So, I suggest goold old version of behemoth, optimized for group combats, NWs, etc.

Battlemoth mk1
Price: 200,000
10/8/8/-/-
Armor: 55,000
Cargo: 24
Ports: 1S 2L 3T
Mass: 27500 kg
Length: 30 m
Thrusts: 750 N
Turbo thrusts: 900 N
Speed: 70 m/s
Max turbo speed: 175 m/s
Spin torque: 19 Nm
Energy drain: 50/s
For sale at capitals.
Aug 18, 2011 Dr. Lecter link
Speed: 70 m/s

Yes, because the moth is so much like the corvult.
Aug 18, 2011 PaKettle link
Yer ship was removed from the game as it was an excellant pirate ship.....

Sneaky...and no
Aug 19, 2011 pirren link
yarr!!

another one:

Battlemoth mk2
Price: 1000,000
12/10/10/-/-
Armor: 84,000
Cargo: 12
Ports: 4L 3T
Mass: 33000 kg
Length: 30 m
Thrusts: 800 N
Turbo thrusts: 1000 N
Speed: 65 m/s
Max turbo speed: 170 m/s
Spin torque: 19 Nm
Energy drain: 55/s
For sale at capitals.
Aug 19, 2011 Dr. Lecter link
Yer ship was removed from the game as it was an excellant pirate ship.....

lolwhut?
Aug 19, 2011 abortretryfail link
Yeah that doesn't make any sense...
Aug 19, 2011 tarenty link
Fail suggestion, as have all the past battlemoth suggestions been, due to player turrets still being incredibly useless compared to player fighters.
Aug 19, 2011 Alloh link
Unless it has shields...

Anyway, I still prefer my Behemoth DEFENDER pocket capship or even the Ineubis Jackal (Corvette-class Behemoth)...

Behemoth DEFENDER pocket capship (MkI for comparison)
3 turrets, now capable of gauss cannons mk.II (own power cell)
Price: 180,000c (60,000c)
License: 9/5/7/-/-
Armor: 70,000 (20,000)
Cargo: 20 CU (120)
Weapons 2L 1S (2L)
Mass: 35,000 kg (20t)
Thrust: 600 N (500)
Turbo Thrust: 1000N (900)
Spin torque: 20.0 Nm (19.0)
Max speed: 65m/s (65)
Turbo speed: 180m/s (160)
Turbo energy: 50/s (50)
Aug 20, 2011 look... no hands link
none of these sound even remotly usefull, for one not nearly enough armor, a behemoth heavy has 50k and they fall like raindrops. Also the turret guns just aren't good enough, shooting from a slow heavy cap ship is one thing, but for shooting from something several times as manevourable, you need something like an agt turret. furthermore they really need some level of sheilds, atleast enough to keep from being whittled down by faster ships at longer ranges using a shoot and retreat method, figure enough to hold sheilds against 3 volleys of swarms, but with a lower recharge rate. As for cargo hold, maybe 5cu, really most of the interior would be taken up by equipment related to weaponry.
Aug 22, 2011 Alloh link
Ok, why not another sort of "small ship shields", more balanced, as different kinds of shields that one can choose from:

-EM Shield - Very efficient against energy weapons, transparent to ordnance (missiles,rails and flares)
-Barrier Shield - Very efficient agains ordnance, but useless to energy weapons.
-Mixed Shield - Reduces energy weapons and ordnance damage, drains faster.

Visually, they only differ in glow color when hit. The pocket battleship can be very resilient against energy weapons OR against swarms/etc, or choose partial protection against both, but not all choices at once as existing capital ships.

We can test the concept with Trident-M and the Behemoth, and maybe extend it to more 'heavy' ships. As tradeoff, they are heavy and bulky, being installed in cargo bays, taking up some ~40cu.
Aug 22, 2011 tarenty link
[hijack]Add another "Other" port to large ships like the behemoth and make the above shields all addons! (what would a moth do with an extra cell?)[/hijack] Then introduce the new battlemoth concept ship, after it has decent statistics. :P

That's actually a good idea alloh. Except cargo, do you really want mauds to fly around with shields? Or prom2's...
Aug 22, 2011 Alloh link
[Hijacked]
tbh, that was the idea... test concept with battlemoth, then backport "small specialized shield" to heavy ships, as proms, mauds and rags... maybe even backport all ships, as optional, adding extra weight... Surely shields protection should be related to ship's size.

Reference: FS1 small ships had no shields, while war was between terrans and Vasudans. Then the Shivans arrived with shielded fighters and attacked everyone, no comms. There comes FS2, when Terrans and Vasudans ally agains Shivans, and all fighters receive shields.

Another crazy idea, this time fromMechwarriors. Since shields for fighters require 3D effects, animations, etc, we can achieve the same results by creating two new armour types, with enhanced protection against one class of weapons and added weight.

So, instead of real shields, the "Battlemoth" comes with two new armouring technology:
-Reflective: 3x the protection (1/3 damage) against energy weapons, regular against ordnance. Twice the weight.
-Regular, those existing now. (1x) Regular protection against ordnance and energy weapons, reference weight.
-Reactive: 3x the protection (1/3 damage) against against ordnance, regular against energy. Twice the weight.

Shields are more cool, but harder to implement, while enhanced armour can be a simpler while efficient replacement. So,
REACTIVE Defender Pocket Capship: 210K damage against ordnance, 70K from energy
REFLECTIVE Defender Pocket Capship: 70K damage against ordnance, 210K from energy
No regular version.

RP-wise, concept is reactive armour uses fluid formable silksteel and nanobots to continually repair from inside, while reflective is a special optical material that deplecfs energy beams or subatomic particle pulses.

TL:DR: Instead of shields, battlemoth can have special armour types, reactive or reflective. No 3D required, unlike shields.