Contest 'Ultimate Destroyer' (Concepts)

                                                                                                                                                                 Hi everyone 

                                                                                                                   First of all i just wanna tell you ‘what kind of destroyer in my head’ ?

                                                           but first i cant write the ships feature with detail, im sorry for that but i dont know this game very well becasue of not enough time.But i play well and love this game  <3 !!!

 

                                                                                                                                                 im thinking a unusual ship ;

                                                                                                                                   A lot of destroyers have not enough shield and hp.

                                                                                                                               I think that a REAL destroyer must carry His/Her team.

                                                                                  Mobility is not very importent because if you are a destroyer , there must be someone that will look your back.

 

                                                                                                                                                    What i just wanna say 

 

                                                                                                 A destroyer must withstand during conflict and beat off enemy ships. And it mustn’t be small i think

                                                                                                               it must be some big because destroyers must be SCARY for enemy team.

 

                                                                                               An enemy ship will turn the corner and he will see this ship and he must say : Holy sh…

                                                                                                                       Also if i will call a ship ‘‘destroyer’’ it must have strong gun.

                                                                                          Normally destroyer ships have special ability ----------> %50 attack speed , %50 mobility etc.
                                                                                                           I think this ships skill like that -------------> %50 attack speed , %50 All damage type resist

                                                                                                                                             When i see this ship , I must run away.

 

                                                                                                                                Its not good and my english is not well i know

                                                                                                                                    but i really want a destroyer like that. :00999:

 

 

 

 

The glorious Empire has released plans for its newest suppressor class destroyer: The Unstoppable! (also, I like to think of the to-be-released destroyers from Fed and Jericho as the Betelgeuse and the Prophet, respectively, since they seem to be good continuations of the naming scheme)
 
True to its name, the Unstoppable is a lumbering beast with the ability to survive even the toughest of concentrated enemy fire. Its synergy bonus at level two increases hull resistance to thermal damage by 30 points. Its other synergy bonuses can be selected from the following list:
Level 4:

  • Hull volume increased by 20%
  • Main weapon damage increased by 10%
  • Vulnerability to explosive damage decreased by 25%

Level 8:

  • Effects of suppressor class modules increased by 10%
  • Cooldown of suppressor class modules decreased by 15%
  • Energy consumption of suppressor class modules decreased by 25%

 

With 9 passive module slots, the Unstoppable is a highly customizable ship, able to be fit for maximum survivability, incredible damage, or increased mobility. Emphasizing this versatility, the Unstoppable’s special module is able to be selected from three custom routers, each meticulously developed by the Empire’s best scientists. They are:

  • Empire Router: Toggles between 45% increased speed, 20% increased main weapon damage, or 250 pt/s shield regeneration.
  • Wardens Router: Increases main weapon damage and rate of fire by 50% for 10 seconds. 50 second cooldown.
  • Legion Router: Toggles between 25% increased speed, 30 pt increased hull resistances, or 100 pt/s hull regeneration.

 

After considering the ramifications of recent developments on the battlefield, the Emperor in his infinite wisdom has allowed for the Unstoppable to be fitted with the latest innovations from all sides of conflict. These include:

  • Flak turret: A new innovation in destroyer self-defense which shoots low accuracy kinetic projectiles at a medium rate of fire. Can be activated to greatly increase rate of fire. 35 second cooldown.
  • “Hailstorm” launcher: A recent development which allows a destroyer to emit a barrage of laser projectiles with 4000m range in a 45 degree cone. 5 second cooldown.
  • Exclusion Field Emitter: A cutting-edge module which deploys an EM-damage area of affect which pushes players outwards. 800m effect, 500m damage, 4000m range of deployment. 80 second cooldown.

Besides these new active modules, the Emperor has also graciously permitted the use of a new missile-slot deployable, the guard drone. Guard drones shoot low damage, medium accuracy thermal projectiles at a low rate of fire at enemies within 2000m. They have a durability of approximately 10000 hull points, and zero resistances.

 

 

Of course, the greatest asset destroyers have is their firepower. As such, a newly developed weapon for suitable destroyers has been released: The Anomaly Cannon. The anomaly cannon makes use of Empire’s research into spacetime interactions with high-energy iridium alloys to eschew standard projectile or beam based damage for a wide area of effect which does thermal damage over time. 150 dps per turret (1200 dps with 8 turrets, displayed in hangar as 1800 since that’s calculated with 12 turrets), 3500m range, 2 degree spread, 7/2 heating cycle. No chance to critical. Slow barrel effect while firing.

 

 

(really, this whole post is just because most “suppressor class” destroyers can’t suppress very well, but destroy things with great efficiency)

Ship Name : Fedcon

Class: Suppressor

Rank : 14

Faction: Federation

Special Module : Keep it as is with the r8 and r11

 

Keepin within the same concepts of the currents Destroyers in regards to their Faction Hull/Speed/Shield etc.

Rank 14 would have of course be more of  what it currently has far as base stats to not drift off from they current difference in ships. However i will only state possible Weapons and Active Modules.

 

New Main  Weapon : Electron Cannon

Type: EM Beam similar to the current Beam Cannons however  *blue in color* with more damage ofc.

Discription- Frontal or rear firing would only have 2-4 main mounted cannons available vs the Broadside positioning which would have up to 6-8 Beams given it a more dph. 

 

Active modules:Retain some of the current Suppressor mods

 

New Active Modules:

1st : Hyper Rotator - Kinetic Rotating Wave/Arc to use as a Defensive move to fend up Enemy Targets within 1-2000 meters *such as Incoming Covert Ops about to Plasma Arc * This mod doing high kinetic damage but short range.

 

2nd: Solar Blast: Wide range area of effect preventing enemy targets from seeing/targeting you or alleys for 8-10 sec

 

3rd:Thermal Detonator: Shoots a spy like drone/bomb on enemy target up to 8000m range. If successfully planted a second activation would detonate the drone and would cause a Thermal combustion like that of the Tactical Nuke

 

Sorry if i didnt post more details such as actual damage numbers range energy use etc. To Ace for that . Just wanted to give a basic simple ideal while trying not to drift too much from the current game mechanics.

 

.

Hello!

I my opinion:

 

For Balancing!

Place of spawn need be guarded! (np. Carriers) giving in occasion “re’spawn gate” for free change ship (taken too pool). Not only in die situations.

Destroyer need cost “points” to be spawn. “Points” is given any battle for mission directives: (synergy)

And we need bomber as glass big gun too heavy torpedo Destroyer seeker.

 

Matter of Destroyers!

 

  1. Front big gun vs other destroyers is interesting idea. Like siege driver, plasma torch, heavy gauss or laser. Other for different clan.

  2. Modular ship section

  3. Auto repair better that huge amount of health!

  4. Health between x2 frigate not five time more. = Better moment for fun vs heavy turtle.

  5. Destructible and (auto) repairable many components like thrusters, main engine, coolers (energy regeneration), weapons etc. In this scenario small ship still have many option to engage. Not only cover ops. And get synergy for destroy ship section, or component.

  6. Main weapons for huge destructive power vs big, slow target. = Small ship not have power for kill Destroyer.

  7. Classical design for fraction. Not gothic coffin, or something like bathyscaphe. Please!

 

Regards (in game) “Bellatorres”

 

 

 

 

 

            Ponieważ Niszczyciele to potężne statki, a ich dopasowanie w balansie może być trudne. Może by tak zmniejszyć ich dostępność w bitwie? Jednak nie kosztem czekania na rozgrywkę.

Na przykład takie zdobywanie punktów, które umożliwią nam zamianę statku. Dodatkowo (niejako) ta idea wymaga grania innymi klasami statków! Balans gry zależy od umiejętności i w tym przepadku, to właśnie umiejętności były by głównym atrybutem zwycięstw. Bez totalnego zachwiania balansem gry, a teraz już na starcie to tylko bitwa potworów! Gdzie wtedy rola innych klas? To już inna gra! Prawda?

Może wprowadzenie klasy bombowca jako łowcy potworów (niszczycieli) to też dobry pomysł? Bo teraz fregaty obronne (guard frigate) straciły swój sens istnienia. Tak myślę, a Wy? Wybaczcie za tyle polskiego, ale słabo idzie mi pisanie po angielsku.

Pomysł wyposażenia niszczycieli w broń frontalną i mało celną, a potężna też mi się podoba. Ponieważ wiadomo, że przeznaczona na „duże ryby”

 

Pozdrawiam!

User: SkyBlast

Name: “Nebulon” (Jericho)

Type: Destroyer

Role: Long Range Support

 

Hull: 25,000 pts.

Shield: 75,000 pts.

Speed: 130 m/s

 

Description :

The “Nebulon” is the first model of a new line of destroyers built to support allies at longer ranges than conventional Destroyers. After testing, the newly built “Nebulon” changed the course of a battle against Cybers when it destroyed the Cyber fleet-commander, who thought himself out of range. Impressed, Jericho Family Command has ordered more, and allowed it’s use by mercs.

 

Special Rules :

Long Range: +1,000 m. to main weapon range.

Overcharged capacitors: +10% to weapon overheat.

 

Special Module : Power Reroute

The “Nebulon” must be stationary to activate. When activated, the Destroyer is immobilized, but gains increased damage by 20%.

 

Weapons : Normal Destroyer Weapons.

New: Dual Focused Turbolaser

The player must hold the fire button for 2 seconds to charge the weapon, then all available guns fire lasers that converge a short distance away, becoming one powerful beam that deals 1,000 thermal damage per gun contributing to the beam. The weapon fires once, overheating, and takes about 4-5 seconds to cool down before being able to fire again. 5,300 m. range.

 

Missile Slot :

The “Nebulon” can use all destroyer missile slot abilities.

 

Modules :

The “Nebulon” can use all destroyer modules, and has four slots for them.

 

While many may consider the Nebulon to be too similar to the Long Range Frigate (LRF), the LRF can shoot around 10,000 m. with a special weapon, while the Nebulon is restricted to slightly-longer-ranged destroyer weapons (with the special rule, around 6,000 m. range). With the addition of a custom sniper-type weapon that offers a different playstyle to those wishing to play a long range support class, but do not want to play a LRF, this ship still covers a niche of it’s own!

 

I like playing a long range strategy, but I do not like nor play all that well with the LRFs, so this would be my dream ship… a longer-ranged cruiser that can change a battle and aid allies from afar!

Destroyers should be big and slow but powerful ships with advanced technology offering unique abilities that can not only affect enemies, but also be able to help allies and change the surrounding environment to their own advantage by manipulating space and time.

 

A destroyer should be able to destroy ships. To do that, it have to:

  1. do good amount of damage.

  2. be able to survive long enough to destroy something.

 

 

 

Let’s start with the main weapon:

A short range weapon with area of effect damage shooting in a cone at target direction.The damage will rise exponential depending on how long a enemy have been inside the cone, and reset if they leave. For example, if an enemy has been inside for 5 sec, he will receive more damage than a enemy that just entered the zone, but both will receive damage at once.

Ammunition: Gamma radiation. (Thermal and EM 50/50).

Cone: 20 to 40 degrees, depending on the upgrade level.

Range: 1.5km and 3km.

Damage within 1.5km: starts at 80-100 damage per second and rises exponentially each second up to 8 000-10 000 damage per second after 10 seconds. Damage depends on upgrade level.

Damage between 1.5km and 3km:  80-100 damage per second and rises exponentially each second up to 8 000-10 000 damage per second after 30 seconds. Damage depends on upgrade level.

Overheat: unlimited.

Firerate: 10/s (seconds not minutes!)

Special effect: the gamma radiation pierce shields doing 80% damage on shields and 20%  damage directly on hull. 

 

Missile slot:

Gravity pull - A long range single target beam that pulls an enemy towards you while draining its energy, making him unable to use special modules or use afterburners .

Range: from 1km to 6-8km (depends on upgrade level).

Force: 300 m/s2 but not faster than 200m/s towards you.

Energy consumption: very low.

Cooldown: 0.

Special effect: drain energy.

Mechanics: shoot a beam (instant) at target direction and pull the first object hit towards you, hit missile button again to release the object. Gravity pull will be active even if the target move to the side. If the target comes within 1km the gravity pull stops, if the target moves farther away than 1km gravity pull starts up again automaticly. Works until you hit missile button or the target dies or you run out of energy. If the target velocity is more than 200m/s towards you the gravity pull stops until the target loses velocity. Can pull destroyed ships as well.

 

Special module:

Phase shield 2.0 - A boost that make your shield immune to one damage type and reflect all incoming projectiles from the same damage type, but lower the shield resistance for other damage types.

Energy consumption: low.

Cooldown: 1 second.

Passive: If the destroyer haven’t taken any damage for the last 30 sec, it launches multiple repair robots that repair the hull for 2000hp/s and the shield for 5000hp/s.

Mechanics: Similar to phase shield on guard frigates, pick one damage type and make your shield immune to it, reflect all projectiles of that damage type by 180 degrees from the center of the destroyer, lower shield resistance to the other damage types by 100% (negative shield resistance remains untouched) 4 modes, Em/Thermal/Kinetic/neutral.

 

 

 

Active modules:

 

  1. Black hole - Pulls all enemies towards the center and make them collide with each other (that is the only thing that will do damage, the black hole won’t do damage itself) then the black hole disappears accelerating all enemies from the center.

Total range: 10km (radius)…

Event horizon: 200 meter (radius).

Pull force: 1 - 300m/s2 outside event horizon and 500m/s2 inside.

Push force : Double the current force outside event horizon and quadruple the force inside (but change direction).

Duration: 20 seconds.

Energy consumption: Need 100% of total capacitor volume to lunch.

Cooldown: Very long.

Projectile velocity: 100m/s.

Effective range: 10km.

activation time: 10 seconds.

Combination: By using Gravity pull you can pull an enemy inside the black hole.

Mechanics: Shoot a very heavy, slow and black projectile at target direction, when it hits something or when you activate the module again the projectile stops and start to bend the space around it for 10 seconds, (the light will bend more and more around it, so everyone can see it and have some time to run :)) then the black hole creates. When the black hole explodes it will accelerate everything away from it, the gravity wave will have a velocity of 1km/s starting from the midle.

 

  1. Space dust - Bends the gravity close to the destroyer to collect space dust and crush it into a solid ball of dust, you can use it to protect you and allies from enemy fire, or use it as a kinetic weapon by launching it on enemies.

Speed of creating a ball: 0.5m/s (radius) .

Size limit: 30m (radius).

Durability: 2000 hp/m (radius).

Ship acceleration with ball: -2%/m (radius).

Energy consumption: Low.

Launch velocity: 1km/s.

Launch energy consumption: Medium.

Launch damage: 500/m (radius) kinetic damage on hull to the first target, if the ball is bigger than 20m (radius) the ball wont stop on the first target, but fly 10km before it 

falls apart.

Mechanics: The ball will be created over the destroyer, tap on the special module again to launch the ball at target direction (can’t fly thru the destroyer, can’t shoot down). Hold the key to release (it will remain stationary untill someone destroys it).

 

  1. Time manipulation:- Shoots a light beam at target direction that creates a big bubble where the time runs slower.

Velocity: Instant.

Energy consumption: Medium.

Size: 1km (radius).

Effect: Slows down everything (enemies, allies, misiles, munition) inside by 70-90% (depending on upgrade level)

Duration: 60 seconds.

Cooldown: Medium.

Mechanics: Shoot at target location and create a big bubble instantly where time runs slower, if you shoot at the bubble from outside the projectile will slow down when entering the bubble and accelerate when leaving it (affect everything similarly).

 

  1. Zombie - Repair a fallen ally or enemy

Energy consumption: High

Time to repair: 20 seconds

Restrictions: You can’t take hull damage under the reparation process and have to stay within 500 meters.

Cooldown: Low.

Mechanics: Pick an ally and repair it, pick an enemy and make him fight on your side (make him a bit smarter than the npcs). The target have to be destroyed (you can’t repair a living enemy or ally) .

Combination: Gravity pull can be used to pull a destroyed ship from a dangerous zone and repair it on a safer place.

 

  1. (passive) When the destroyer gets destroyed the fragile fusion reactor falls apart creating a small supernova

Range: 10km.

Dellay: instant

Damage: 5000/1000/500/100% of the max capacitor value at distance 100m/1000m/1500m/10000m.

Damage type: 50% EM 50% Thermal.

Special: Disables all enemies hit for 10/5/3/2 seconds.

 

 

 

Faction: Jericho.

Name: “Prototype-G13”

 

Stats:

Hull: 20000.

Hull resistance: 0 to all damage types.

Shield: 100000.

Shield resistance: 30 kinetic, 0 EM, 20 thermal.

Shield regen: 500/s.

Speed: 80m/s .

Afterburners: 100m/s.

Reverse: 15m/s.

Afterburners: 30m/s.

Energy: 3500

Energy regen 300/s.

View range: 3000m

Strafe: 10 degrees.

Roll: 35 degrees.

Size: Big.

 

Sorry for my bad english :slight_smile:

I like the destroyers as they are in game but my ultimate death machine would be something completely different.

 

In my fantasy vision a destroyer, although a biggest ship available to a mercenary, is one of the smallest and nastiest machines of the fleet. Each having its manufacture number and name shining on its sides, all have a desperate task - get under the huge shield of a dreadnought and pierce its armor with a volley of bunker-buster type artillery rockets hitting the very heart of an enemy. To make it possible destroyer is equipped with a glide type engine - swiftly it can reach very high max speed and maintain it but it must cool off for a while before it can provide any acceleration again. Its rotation engines are week as well so to dodge enemy fire destroyers are equipped with explosive strafing abilities. Picking the right time, angle of attack and smart energy management is what makes a great destroyer captain. Like a rocket it charges, dodges enemy fire, passes close to its huge prey being it a dreadnought of battlecruiser sends them his fiery condolences and… glides away unharmed!! well… if fortune on his side…

My idea destroyer would go like this.

 

ship name: Asakura

faction: Empire

Type: Destroyer

Class: Interdictor

special module: Electromagnetic pulse

 

How it works:

ok so the basic concept here is that this ship will have an special EMP module that will disable all ships within a certain range 4-5km maybe ( destroyer weapon range ) even friendly ships but because the emp shuts off power to ships engines i suggest to make it balanced too to disable ship weapons,

but while this will disable all ships in the EMP zone it will also disable the destroyer meaning you will need to work with your team to move them out of the EMP zone before you use it so they can move in and attack the frozen enemies. ( also a good team might spot the enemy doing this and realize what is going to happen so they might try to move too ) this will also freeze larger ships for longer so if you are in an interdictor and you just froze a group of ships smaller than you then they will unfreeze before you will. 

 

Freeze time from longest to shortest Destroyers>Frigates>Fighters>Interceptors>Drones

 

Active moduels: all i can say about active modules is that this ships should have similar modules to the tackler fighters.

 

Extra stuff: you could add a feature where each ships EMP resist will reduce the time that will freeze you for but this will mean you will need to sacrifice kinetic and thermal resists.

 

Edited the name because i thought my name would look better as the ship name and would be a nice bonus if i won

 

oh my in game Nickname is Nagi

b999a9014c086e06082009cd05087bf40bd1cbaf

 

name:DDG-17 “Schwalbe”

rank:11

 

This is a missile destroyer(DDG)with large amount of missiles.So I think in order to balance, Her shell and hull should be a little weaker

 

Hull volume: 50k

Shield volume: 15k

 

Special module:DDG

The special module of the ship has 3 types.player can select between them.

 

I:Defense system

When player selects this type,the main radar will turn into a fire control radar.The ship can launched 3 cruise missiles to the nearest 3 targets every 10 seconds until all cruise missiles run out.The ship can carry 16 cruise missiles in total.3 cruise missile silos will be filled every 30 seconds.If the radar is destroyed, the module will not be able to active.

 

II:Guided warhead

When player selects this type, the guidance device at the bow will be raised and the ship can’t move.Sniper sight will be actived(Sight will not follow the missile).Players can adjust the sight in the 120° cone range.The warhead will track the target closest to the sight center.If there is no enemy in sight,the warhead will fly to the sight center.This means players can let warhead fly straight at first,then lock on the enemie behind obstacles.Or aim at a target at first,then aim at another target before the warhead exploded.up to 8 warheads can be launched at the same time(If the radar is destroyed, there can only be one.).8 silos will be filled at the same time after 150s.the module will not be able to active If the guidance device is destroyed.

 

III:The EWR

The main radar can turn into a early warning radar.when it’s actived,the ship won’t be showed on the minimap,and can not be locked.If the enemy is in the range of 1000m,they can not see any friendly or enemy marks.and their map will fail.If the radar is destroyed, the module will not be able to active.

 

The ship has 12 positions for weapons and 2 positions for the active module on the each side of bridge.

 

 

my name in the game is “VFdelta”

Hi…this contest inspired me a lot…so I am going to post one destroyer for each faction.

I’ve edited a design and created an optional special module and special weapon for each ship.

The images shown are up and side for gear distribution purposes.

 


 

More or less the design and distribution is like this.

 

I am improbing the 3D designs with 123D.

 

You can watch them here:

 

http://www.123dapp.com/MyCorner/TA…-30557289/models?make_with=&asset_type=all&sort_column=lastUpdated&pagesize=15

 


 

Empire Destroyer

 

Name - ADAMANT

 

Rank - Unknown

 

Special Weapon - Thermal Mines

 

Special Module - Tachyon Dew 

 

Active - Releases Pulses disabling enemies in a short area.

 

Passive - Increasses firing rate of thermal weapons.

 

Adamant_Up.jpg

Adamant_Side.jpg

 


 

Federation Destroyer 

 

Name - OLYMPUS

 

Rank - Unknown

 

Special Weapon - Magnetic Web

 

Deals EM Damage and slows the target for the duration of the effect.

 

Special Module - Eximus Drones

 

Active - Pack of X Drones in Assault Mode dealing EM Damage.

 

Passive - Pack of X Drones in Repair Mode fixing the shield of the ship.

 

Olympus_Up.jpg

Olympus_Side.jpg

 


 

Jericho Destroyer

 

Name - NUKOR

 

Rank - Unknown

 

Special Weapon - Kynetic Missile

 

Special Module - Ion Pulsar

 

Active - Deals Thermal Damage in an area.

 

Passive - Disables targeting systems in a short area.

 

Nukor_Up.jpg

Nickname: Sh4rKSouL


"The carrier"

 

This destroyer is a full support.

the point of this destroyer is to bring another way to play more than “pew, pew” the little spaceships

 


 

  • HP/shields/energy :

lets not get into numbers but ideas (because balance with the other destroyers)

 

the idea is to make this destroyer more shield than hull,

so when he got in trouble it goes down quickly.

 

And with enough energy to support the team for a while.

 


 

  • Speed and turn rate :

 

it need to be faster but lower to turn,

because the point of playing it is to make tactical decisions on where is more useful to stand.

 


 

  • Weapons :

 

-“eclipse” launchers (is a must have.),

6 in the top, 6 in the bottom (4 in front, 4 in the middle, 4 in the rear).

 

 

-“Special” Attack Drones,

it can spawn (XX) attack drones,

with a cooldown of (XX) secs/mins before recharging them.

 


 

  • Modules :

2 in the top 2 in the bottom.

 

-recharging teammates hp/energy/shield modules,

 

-fortify shield and hull modules,

 

-advance long range sensor(10,000m [because there is no more powerful weapon than knowledge]) module,

this sensor make the allies see the enemy targets not only the destroyer user but only see them not allowing “mark” them as targets.

 

-anti-missile module.

 

*every module can last “forever” until the destroyer run out of energy.

 


 

  • Strengths and Weaknesses :

 

his strenght and weakness is the teamwork:

with his allies and his drones,

nothing will stop him, 

without them he mostly will die.

 


 

i have not much to say about this destroyer, the whole point is to give the player a new more tactic way to play more than ramming into the enemy line and die in flames and “glory” or waiting from behind until you get bored and ramming to die in flames and “glory”

 


Since the rank 8 destroyers had a crude design and the rank 11 got a little bit curved, I’m guessing the last ones will be something futuristic, sleek or something like that.

 

My ultimate destroyer would be a Jericho destroyer for starters because the current ones don’t live up to my view of Jericho faction. Its all about shields in my eyes. 

 

I would start by naming it Saiph. (10 passive slots would be something btw)

 

Some ideas:

 

New weapon : enhanced Destructor beam/Positron canon/Gauss canon, redesigned for destroyer use (the idea is to see all the weapons either focused in one dangerous beam or multiple chargeable particles)

New missile slot weapon : Automated defensive drones shooting only at players close enough and with a lock on you and repairing only your shield when activated, cooldown at least 30-45sec, dmg/s debatable

New active modules :

Gatling gun turret, high rate of fire and turning/rotating speed with a default dmg/s of 200-400 and 500 when activated (active time like the other turrets);

Hyper pulse, EM weapon sacrificing either a fixed percentage of the max shield points available or a fixed amount of shields to mess up sensors/paralyze any enemy in close range for a short amount of time and the enemy can be kicked out of cloaking while also limiting enemy actives either range or power for a fixed percentage, depending how close it was, the farther the target the less effect hyper pulse has on it, range probably max at 2000m;

Yamato, em weapon, similar to pyro emitter but thinner blue beam and movable, deals 100% damage only in case firing it at one locked target (still less damage than pyro but can be activated more frequently), if the lock drops, the damage drops to 50% at any other target including the first locked one;

Shatter cannon, kinetic weapon similar to photon, launches one huge projectile that travels at max distance of 10km but can be reactivated to explode and act like a cluster bomb dealing far less damage but leaving enemies with a lower resist to kinetic damage depending what it hits first, shields or hull;

IR Target painter, range max 4000m, lowers thermal resist on hull and shields for 30 points for a fixed amount of time or similar to the existing ones on fighters

 

General stats:

 

Hull points 55 000

resist 45 em; 15 thermal; -15 kinetic

Shield points 105 000

resist -30 em; 0 thermal; 30 kinetic, regen 400pts/s

Energy 4000pts; regen 200pts/s

Sensor range 4000m

Speed 120m/s, afterburners 170m/s

Standard rotating speed and other details about movement

Active items 2 (maybe 3? refers to missile slot stuff)

 

Rank 2 bonus 40 em shield resist

Rank 4 bonus 35 em/thermal/kinetic shield resist 

Rank 8 standard options like the rest

 

Active modules positioning 2 on the left broadside and 2 on the right (not popping out like some giant pimples as Procyon design).

Special module as usual but fused together with the engines, like on Sybil but thrusters coming straight out of the special module in the back.

 

There should be a passive module like galvanized armor but for shields that doesn’t require you to go full speed to get additional resist on shields.

 

Here’s how i picture the design, more or less:

 

command_ships_by_baranha-d4u8bbu.jpg

24wexq8.jpg

 

new features in addition to current ones that they already have.
Some of the suggested from me are maybe way too far away Sci=Fi but still :slight_smile:

new feature
allows Destroyer to launch a remote probe at long distance similar to Recons Interceptor’s Micro-locator that allows to reveal hidden ships as well as expose area on map as if visible to destroyer in close/range proximity using Scanner and allows Destroyer to target revealed objects/targets/ships if within firing range of the weapon. Effect of that probe is temporary let say 10sec.

new feature
A module that projects a beam/ray on the target and gradually pulls it back towards destroyer, in front of destroyer there is Sphere of Fire/Anomaly, if target reaches it, takes damage, if destroyer rams another ship with this then also same effect. It is used by destroyer as if predator capturing its prey, if target manages to hide behind an asteroid or any obstacle then effect cancels, or can also be cancelled by usual interruptors/modules, e.g. by combat reboot.

for a missile slot in addition to current modules, add some “mega-armageddon torpedo” huge Rocket (i think destroyer needs to be able to shoot such, after all it is a big ship and should carry such kind of weaopon versus very large targets) similar to Guards torpedo, slow speed and unguided.
if hit target directly in close range then obliterate matter in surrounding universe, if in too close range then can damage destroyer or shooter.
if torpedo pass certain range then it splits into multiple web-like circles more like carpets that look maybe similar in certain way to that scatter gun’s effect and in such case this weapon although unguided has a very wide area of effect, or hard to miss but possible to dodge on faster ship.

For a missile slot another new Weapon: Supernova Wave, where upon activation, All of destroyers weapons and special modules stop working by converging occumulated energy into this new powerful weapon. After completion of cycle 5-10 sec, a Wave is fired from Destroyer, a Wave that looks very much like Ocean’s Wave of emitted purple/red particles it is long and wide (horizontally not vertically), let say starts with 200m width and as it goes outwards increases up to 7k m in width and goes to a range of e.g. 6k, that flies from destroyer forward, anything caught in its path takes e.g. Thermal damage. but it does not go thru objects/obstacles.

Now my main new “dream” feature/module allows destroyer act as a carrier (or maybe as a new class of ship if that suits it more) and to carry up to e.g. 2 fighters or 4 interceptors onboard (or less if needed/allowed). A superb and awesome feature! Imagine piloting a destroyer and ceptors docking and undocking from your mega-ship.
interceptor can dock or undock if desired.
Upond docking interceptor gets protection and will not get damaged as long as Destroyer’s shield is still up and weapons hitting do not damange hull and docked ceptor will get hull and shields restored at certain fair rate. (my assumption there is engineering crew onboard of destroyer who can fix whats docked as part of docking station module, or mindless but hard-working drones lol)
Also reloading of weapons, rockets, modules of docked interceptor increased. Or if F new mode activated to intesify such activity internally.
While interceptor is docked and is under repair, pilot can control on-board destroyers turret/gun as part of docking station in any direction similar to main captain or pilot of destroyer but damage of that gun is smaller proportionally to any main weapon of destroyer. But additional gun is added for each possibly docked player which adds as a benefit of such module, if no pilots are docked-in the turrets shoot automatically but not as effectively or with less-damage. This is also for players who are tired after a hard long day and have strength left only to shoot using a turret without spending much sweat n energy on dodging and flying LoL
Pilot of docked interceptor has ability to undock at any time if required.
However, If destroyer is destroyed while interceptors are docked then all ships are destroyed together.
Another version for the same is that if no extra turret as part of docking station module then interceptors that are docked they remain stationary on destroyer but their weapons are conneted to mainframe/system of destroyer and destroyer or captain uses those as part of the whole weapon system of destroyer… which is also pretty cool i think, that way can be a really huge variety of guns and damage types combined together.
Another extra if possible for such case to add one more Mode for F or special module of destroyer where energy routed not for self but for repair of whats docked to intesify internal support sort of.

new feature:
new joining/docking station/module that allows destroyer to have 1 frigate docked to it while in battle. By dock either as a physical module/object or as if Logical or in the form of Ray/Beam/Force of sort…
allows frigate type of ship to dock, when docked they act as fortress, either guard or engineer or LRF. A very powerful feature/module.
Benefits of docking, both ships while docked are benefited from each other’s advantages. The master ship or Destroyer control the movement of main ship or Destroyer, docked pilot can undock any time if required, and while docked able to use frigate’s modules and weapons except for the F or special. However disadvantage of such dock compared to interceptors is that frigate is not covered by Destroyer shields and can be damanged. Also speed and manuverability is reduced as well as only some weapons of frigate are available during dock. Advantage both complement each other and modules in effect. Destroyer’s internal crew can slowly repair docked ship gradually. Well maybe do not allow guards module or any special F module affect otherwise too much power.
Such combinations would offer ability to transform ships or bind them together in interesting and yet very powerful combinations if players wish to try such. if pilot of destroyer does not wish anyone docked to it then simply do not equip that docking station module…

new feature :
if more than one destroyer on battlefield, 2 of them can join or dock together and if docked allows to both of them to use benefit a certain % of their primary weapons at a higher damage rate or intensity and range… As if let say if they use laser weapons then those join together in one main but more powerful beam, which allows to concentrate power if required. Disadvantage speed and manuverability is reduced.
If such feature is introduced then also need some bigger enemies like e.g. versu defilers.

new feature:
remote mine field deployer, allows to deploy a container to remote distance which upond reaching its range or if hits a target/object explodes and spreads a small temporary mine field similar to that of LRF.

The End. IGN: BrunanG

0sQMAyr.jpg?1\

 

 

Name : Sarissa

Name Description

Early on in the fleet design debates, a faction within the Federation military was pushing to develop a series of autonomous or tele-operated strike craft that would render on-board pilots obsolete. Unfortunately, AI systems never could match the adaptability or reliability of living pilots, and even communications delays of a fraction of a light second rendered remote-controlled drones useless in combat. Several promising designs of cheap, powerful drone were abandoned simply because there was no way to operate them effectively at range.

 

Instead of expecting a drone to behave like a fighter, researchers developed a sophisticated tracking and targeting system that could control 5 drones as if they were remote turrets.  Deployed in a perfect sphere around a modified heavy Destroyer chassis, these drones can project firepower in any direction against multiple targets. 

 

Class : Drone Destroyer : Federation :

 

 

New Drone :

Puppeteer Drone :  Up to 6 stationary drones around the destroyer.

Drone Weapons : Fires a unguided missile at target.  (Much like the missiles in open space on outposts)[Possibly reducing the speed]

When Drone is destroyed it damages the Destroyers hull.

Is the only drone that can repair itself

 

Due to drone storage limitations this ship special module cannot equip a Energy router and has a :

 

Special Module >> Federation: Puppeteer Drone Router:

  • increase Drone Spawn speed by 20%
  • increase Drone dmg by 10%
  • increase Repair Drone speed increased by 50 pts/sec

 

Synergy Destroyer Customization :

Federation

  • Rotation speed +25%
  • Drone spawn and repair speed by 5%
  • Maximum Ship speed +10%

 

 

(The below is completely up for discussion and debatable – I am not very strong in building the statistics required for Destroyers.

Hull points: 90 000

Resist 45 em; 15 thermal; -15 kinetic

Shield points: 30 000

Resist -30 em; 0 thermal; 30 kinetic, regen 200pts/s

Energy:  4400pts; regen 180pts/s

Sensor:  range 4000m

Speed:  180m/s, afterburners 200m/s

Standard rotating speed and other details about movement

 

 

 

Strength

This ship excels at close range combat

It has higher than average speed and is designed for front line assaults against large and medium size ships.

This ship when used against unmaneuverable targets in close quarters is very effective.

Area denial due to the heavy dps on the drones this ship should excel at guarding beacons.

 

Weakness :

Prolonged fighting - with destroyed drones damaging a hull it is highly likely opposing players will target drones.

Interceptors – Although the drones provide automatic aim, their speed is highly likely to miss the most agile interceptor pilots.

Plasma ark – Not only can plasma ark affect modules but also drones, remember drones when killed damage the hull.

Rear – Drones can fire in any direction however, their damage is reduced if attacked from the Rear.

Destroyer Kronos

 

xd9rpmje.png

See in 3D on Scetchfab: https://skfb.ly/NIzR

 

Kronos is unlike the other destroyers built wide and not and long. This requires a different flight strategy what can confuse current destroyer pilots.

This shape gives Kronos a better pitch speed, but reduces the roll speed.

 

Hull Stats:

Hull 82 500pts

Hull regeneration 0pts/sec

KInetic resistance -15pts

EM resistance 45pts

Thermal resistance 15pts

 

Shield Stats:

Shield 50 000pts

Hull regeneration 350pts/sec

KInetic resistance 30pts

EM resistance -30pts

Thermal resistance 0pts

 

Energy 3 900pts

Max energy regen. 170pts/sec

Sensor range 3 000m

Target lock time 3s

 

Speed 110m/s

Reverse speed 40m/s

Strafe 10m/s

Acceleration 10m/s²

Afterburners 132m/s

Afterburner energy use 265en/s

Roll 14 deg/sec

Pitch 18 deg/sec

 

Cooldown time 3s

Launch energy cost 450pts

Max. objects number 2pts

 

Special module:

Of course the same like the other destroyers to be fair.

To be unfair:

Integrated Pyro Emitter that is fired by the Shipcore.

 

Synergy level 2 bonus:

Shield EM Resistance increased by 30 pts

Synergy level 4 bonuses:

Increase main weapon damage by 10%

Increase afterburner energy draw aby 20%

Reduces controlling effects’ duration by 30%

Synergy level 8 bonuses:

Power of Support class modules increases by 10%

Cooldown time of Support class modules decreases by 15%

Energy drain of Support class modules increases by 25%

 

New Ammo:

Defence drones like attack drones, but bigger

 

New Active Modules:

Traktorbeam:

Fires a beam like the Pyro Emitter for 8 seconds that pulls all ships inside in direction of the destroyer.

 

Missle Barrier:

Destroys all rockets in module direction within the range of 500m.

 

Kinetic Turret

Shoots every 2 seconds a fast kinetic projectile. Aktive mode doubles the projectile speed.

 

Singularity launcher

Fires 5 big singularities in aim direction that damages enemies and slows them.

GameID:ReasonX

my Destroyer

name:Turnder (Jerico)
energy reg:312/s
capilator:5k
rank:14
hull:100k
resistance:
Kinetic:-20
EM:50
thermal:10
shield:150k
reg:960pts/s
resiatance:
kinetic:40
EM:-10
thermal:20
spetical mode:(choose one)

A

"Turnder"railgun
Damage on destruction: 15,000
recharge:30s
energy cost:2,500
damage:150,000(kenitic)
range:7,500m
projectie speed:50,000m/s
describe:A very big railgun.deals tons of damage to the enemy.

B

"Dex"emitter

Damage on destruction:10,000
damage:30,000(EM)
recharge:30s
energy cost:3,000
explosion radius:1,000m
projectie speed:1,000m/s
range:5,500m
describe:pump a charged radiovave ,deals damage to all ship in range.

C

"killer"beam turret
DPS(Thermal):2,500
roration:90deg/sec
type:Auto turret
recharge:30s
energy cost:750
range:4,500m
describe:active moudle will increse damage 300%for5 sec.

Active moudle

Tesla turret
DPS(EM):3,500
type:auto Turret
roration:90deg/sec
Damage on destruction:5000
recharge:30s
energy cost:1,000
range:1,500m

describe:Use Tesla coil to deals lots of damage to enemy,so short range.active moudle increse fire range 200% for 5 sec.
If it damage  enemy’s ship hull,the enemy ship will be out of control.
[use electron beam]

 

"Seeker"Scaning System(SSS)
recharge:60s
energy cost:350
describe:increse ship senor range for 4500m.active moudle will scaning all the ship in the map.

Antigravity Storm

Damage(kenetic):15000

recharge:55s

energy cost:1750

describe:build a white hole and push any enemy ship in 2000m.range to 120m/s(away from destroyer)and deals damage.
(wehave black hole, wormhole,why not build a white hole?)

 

"Lava"emitter
describe:upgrade "pyro"emitter.everything like "Pyro"emitter—not about the plasma cloud.it deals 1750Damage(thermal) per second to enemy in the cloud.

 

“Sgalo” Flak
DPS(kenitic):750
roration:90deg/sec
type:Auto turret
projectlie speed:5000m/s
range:6500m
explosion radius:100m
energy cost:500
describe:build for kill interceptors.use proximity fuze to better kill fast-moving ship.

 

"Demon"launcher
roration:90deg/sec
Damage(EM):15000per missle
range:7500m
projectie speed:550m/s
describe:launch 20 unguided rocket in 25degrees spread.hige damage.

The ideal destroyer for me would start by having 1/3 more size than actual destroyers in SC and offering more shapes than basically a cylinder/rectangle. Survivability would be really close to a R11 destroyer, as well as speed. Although, I would remove the capability of destroyers to warp long distances: instead I would change wormhole module to work as a blink skill intended to dodge alpha strikes, by teleporting the destroyer 1km into the aimed direction after 3 seconds of its activation.

 

This destroyer would use primary and secondary weapons; primary would work just like main weapons and secondary would take the place of missile slot for filling another weapons. The amount of guns for both primary and secondary weapons will have combined 12 turrets (as actual destroyers), where the pilot has to choose how many guns (and where) he decides to place for primary and secondary weapons. Weapon variety is key here in order to make a rich customizable build that allows for specific or multipurpose situations: some weapons will be meant to deal with big and slow targets, in example having relatively slow projectile speed (2200m/s), small trigger radius (20m), medium-big blast size (100m), very high damage per shot (20.000 with 12 turrets), very slow rate of fire (30 shots per minute. This means 10k DPS with 12 turrets), long range (5km) and minimal spread (close to 0); other weapons would be composed from a variety of missiles, like heavy guided missiles with low turn rate and speed, medium blast size, high damage and a launch arch (preventing direct hits to close targets. See picture 1) intended to work as a reliable mid/long range weaponry against frigates and destroyers; a barrage of unguided missiles meant for closer ranges (picture 2); other weapons like meson cannon, coilgun and halo launcher should fill other purposes, although I find important to empathize that destroyers should be effective only against big and slow targets. Having 2 weapons would likely require 2 lead marks when projectile speeds from both weapons differ.

 

I would keep the special module and active/multipurpose modules as they are, but moving static shield and heavy repair drone as part of the active module selection instead of the missile slot.

 

Picture 1:

SN6bDjW.png

 

Picture 2:

Yii2ArC.png

FmQkotv.jpg

Ks6XL40.jpg

7t3w9qK.jpg

 

(Picture examples of: ram cruiser, ancient triremes, panzer-fish Dunkleosteus sp. // Picture examples are not my work // I also very much like ORCA1911’s destroyer design proposal “Saiph” - its like the panzer-fish // thanx for inspiration to awesome xOMARx)

 

User:     avarshina
Name:     Duncleos
Class:    Destroyer
Rank:     7 (tier 3)
Upgrades: possible future development (to ranks 10/13 with additional ship parts?)
Faction:  EMPIRE
Type:     Embolon-Light Cruiser
Role:     Hunter-killer, stealth
Size:     Light Cruiser (2/3 of Destroyer)

My dream Ram-Light Cruiser Destroyer:
*This Light Cruiser has lesser main weapon fire power than supressor-Destroyers. It clearly has lesser base destructive power - but can hunt and kill Destroyers.

*It has a piercing frontal metal ram (no more: mini interceptor EM-blades can let destroyers explode in seconds non sense)
*It can survive in open space longer due to its better hull and shield repair rates.
*It is a tactical offensive counter vessel with alpha strice capabilities - it can scatter crouching/ducking Destroyer-balls
*It is a rank 7 Destroyer-Light Cruiser, that implies its is slightly cheaper to build than other Destroyers. It has access to the limited r7 assortment of passive modules. It is more energy stable, and somewhat more agile and a little bit faster than supressor-class Destroyers in sprinter/hunter-afterburner mode. It can not be speed up by passive modules that much and has no speed boost by an energy router, though.
*It is harder to be killed by (EM-blade) interceptors and small fighters (i.e. EM-Stingray) than supressor-Destroyers, but has less overall offensive fire power.

Lore: The Empire felt the need to react to the recent appearance of Supressor-class Destroyers everywhere on the battlefields. Their warfare-analysts came up with the suggestion to transform the traditional design preferences of the Empire into a virtue: the “Duncleos” embolon, a frontal panzer-hull reinforcement with a ram. The designers scetched up the new Light Cruiser which is a bit smaller than the suppressor-Destroyer class. In this way the designers made the Light Cruiser lighter, a bit more maneuvrable. Its name was derived from a paleozoic panzer fish, the ‘Dunkleosteus’, which even crunched giant sharks. Soon, attacks from this Light Cruiser type were euphemistically referred to as the Duncleos’ kiss of death.

Description: The titan metal embolon (pointed ram) is fitted to the reinforced prows of Destroyer warships, making them extremely resilient in the front but much weaker at the rear. Its basic role is to rupture the hull of an enemy Destroyer with its ram by impact. While faster projectiles are usually deflected by Destroyer shields, the Duncleos ram’s relative slow penetration speed prooved to be an ideal attack against all kinds of Destroyer shields. The preferred method of attack is to come in (stealthed) from astern, with the aim of creating a hole, and rupturing as big a length of the enemy vessel’s hull as possible. The speed necessary for a successful impact depends on the angle of attack; the greater the angle, the lesser the speed required. At 60 degrees, 65 m/s is enough to penetrate the hull, while it increases to 130 m/s at 30 degrees. If the target for some reason is in motion in the direction of the attacker, even less speed is required. Another method is to brush alongside the enemy ship in order to break the enemy’s modules and render the ship weakened, to be finished off with ease.
As a compensation for the weaker rear, its crew can direct helper-shield energy distribution to the double in front or astern, but lacking the Static Shields of the supressor-class Destroyers. Like all modern Light Cruiser warships it has the ability to repair its hull. They are equiped with outer hull-repair nano bots fed by the EM energy of the shield emitters. All Light Cruiser-class Destroyers are more energy stable than the supressor-class Destroyers but weaker in main fire power (within the limits of typical faction designs). Also, they do not have different energy router types to choose from for install.

Role: It is the Light Cruiser with the most durable hull, its a melee attack Destroyer-hunter. Due to its heavily armoured frontal panzer-hull, the Duncleos is not the fastest Light Cruiser but a very powerful short-time sprinter, and a bit more agile. This comes to the expense of afterburner energy usage, though. As a critical feature, it has a stealth mechanism engineered with the help of experimental alien technology. It is primarily very resilient against kinetic damage (hull & shields).

Weakness: It is energy dependant in its main attack mode, that is speed up and ram Destroyers, guards or frigates. Also, the stealth mode is energy draining. It does have limited main weapon power per se because of its un-evenly distributed main weapon power. The large panzer titan metal ram structure of its front does not allow weapon mount points here. The rear’s hull is structurally rather weak, and has the weapon mounts, so main weapon power is directed mostly to the back and sides of the ship.

Speed:            170 m/s
Aft speed:        330 m/s
Aft erg. usage:   330 en/s
Reverse Speed:     80 m/s
Strafe:            35 m/s
Accel.:            60 m/s^2
Roll:              20 °/s
Pitch:             20 °/s
Hull:          70,000 pts.
Hull regen.:      240 pts./s    
Shield:        12,000 pts.
Shield regen.:    150 pts./s
Energy:         4,400 pts.
Enrg Regen.:      180 pts.
Sensor Range:   4,000 m
Target lock:        2 s

Synergy bonuses:
Level 2: Hull resistance to EM damage +66 pts.
Level 4: Select between:
    - 50% more 2-directional helper-shield strength pts.
    - 50% more 2-directional helper-shield duration
    - 10% more hull strength pts.
Level 8: Select between:
    - Polarized hull plating (hull damage resistance +75 pts for 8 s when shield is lost, recharge 300 s)
    - Shield system reboot (neutralis./immunity of/to all negative effects for 8 s when shield is lost, recharge 300 s)
    - Emergency stealth field generator (ship is invisible for 8 s when shield is lost, recharge 300 s)

Main weapon (Kashtan CIWS rotary auto-cannons):
* Light Cruiser class AI-mainframe controled Kashtan close-in weapon system (CIWS) multiple target selector and tracker. Selects the locked target as target for AI-controlled weapon system. Embolon-Light Cruisers have 10 Gryazev-Shipunov (GSh) rotary autocannon gun pods. So 1 left mouse click will lock 2 GSh autocannons to the locked target. 2nd left mouse click will lock another 2 GSh autocannons to the locked target (in case target lock hasn’t changed, this will give 4 GSh autocannons 1 target). 3rd left mouse click will lock another 2 GSh autocannons to the locked target (in case target lock hasn’t changed, this will give 6 GSh autocannons 1 target). 4th left mouse click will lock another 2 GSh autocannons to the locked target (in case target lock hasn’t changed, this will give 8 GSh autocannons 1 target). 5th left mouse click will lock another 2 GSh autocannons to the locked target (in case target lock hasn’t changed, this will give 10 GSh autocannons 1 target). 6th left mouse click will lock the first GSh autocannon-pair to the locked target (like a cycle). A special key can cancel all target locks, switching off the CIWS auto-turrets (like in key binds: ‘Cancel Lock’ key). A special key can link the CIWS auto-turrets to the AI-controlled Zaslon active protection system (APS). On activation it switches the main weapon gun pods into auto-tracking mode, they now automatically fire at enemy ships until deactivation (like in key binds: ‘Lock any enemy’ key). It also reduces controling effect’s duration by 25% and increases sensorrange by 75%. The player can concentrate on an escape route while the ships AI-mainframe auto-attacks enemy ships (like the Destroyer’s plasma turret modules for example).  
* Select between (kinetic damage shells):
    -  armour-piercing discarding sabot shells (APDS, very fast, lighter damage)
    -  armour-piercing composite rigid shells (APCR, medium fast, medium damage)
    -  high-explosive dual-purpose shells (HEDP, slower, high explosive damage)

Special module slot (“F” key):
Light Cruiser class EMP Stealth-generator
On activation, an electromagnetic pulse (EMP) is emited and a Light Cruiser-class size stealth shield is established for 45s. The meta-stable EMP paralyses enemy ships in a 1000m perimeter. Recharge time is 90s.

Missile slot (Right-mouse-click):
*Helper-shield energy distribution to the front (+100% frontal shield power, e.g. 30,000 pts.)
*Helper-shield energy distribution to the rear (+100% aft shield power, e.g. see above)

Active module slots:
*The 4 active module slots can be equiped with conventional Destroyer multi-purpose modules (e.g. Blaster turret, Multiphase shield, etc.).
*Additional:
**Light Cruiser class Iron-dome missile protection shield. It takes down enemy missiles and torpedos in a 3000m perimeter-dome around the Light Cruiser for 45 seconds, recharge time is 30 s. The white noise jammer prevents enemy ships within 3000m from locking and following targets for 6s. Recharge time is 60s.

Special upgrade modality: This Destroyer-Light Cruiser starts as a tier 3, rank 7 ship model that can be improved to upper tier 4, rank 8 to tier 5, rank 13. Players/owners of the basic rank 7 model can refit to higher (or reverse to lower) ranks by adding (distracting) special ship parts they did accomplish to craft. In this way the base ship could be more creatively adjusted, still retaining its basic layout/form. A refit from tier 3 to tier 4, i.e. would cost materials (rare ones from dangerous alien sectors maybe).

(Edit: tweaks of specifications, illustrative pictures reduced in size and resolution)

6LYCbtC.jpg

 

(Picture example of a cruiser with multiple drone launchers at its side. // Picture example is not my work)

 

User:       avarshina
Name:       Merkawa
Class:    Destroyer
Rank:     7 (tier 3)
Upgrades: possible future development (to ranks 10/13 with additional ship parts?)
Faction:  FEDARATION
Type:       Drone-Light Cruiser
Role:       Hunter-seeker ASW, anti-spacecraft warfare
Size:     Light Cruiser (2/3 of Destroyer)

My dream Drone-Light Cruiser Destroyer:
*This Light Cruiser has no common direct main weapon fire power like other suppressor-Destroyers have because it has drone launchers, not weapon mounts. In this way it is an defensive counter and clearly has lesser base destructive power.
*It is a tactical vessel that can hunt interceptors, fighters, frigates, and Destroyer’s active-modules (like energy router, pyro emitter, etc.).
*It can survive in open space longer due to its better hull and shield repair rates.
*It is a rank 7 Destroyer-Light Cruiser, that implies it is slightly cheaper to build than other Destroyers. It has access to the limited r7 assortment of passive modules. It is more energy stable, and somewhat more agile and a little bit faster than suppressor-class Destroyers. It can not be speed up by passive modules that much and has no speed boost by an energy router, though.  
*It is harder to be killed by (EM-blade) interceptors and small fighters than suppressor-destroyers, but has less offensive fire power.

Lore: Federation warfare analysis revealed the crucial role of support vessels for the efficiency of suppressor-class destroyers in battlespace. So, scientists improved their photon quantum neural mainframe design, which gave rise to even more enhanced artificial intelligence (AI) capabilities. Their new Light Cruiser-class AI-mainframe (MU-TH-UR 1000) is capable of calculating multiple target trajectories and guide and contol all basic ship functions at the same time. It also can perform aggressive or defensive AI auto-combat strategies. The best Federation drone designers used this photon quantum neural design to fit each AEGIS combat drone with an AI-neuronal network ganglion and connect it to the control of the MU-TH-UR 1000 AI-mainframe series. Eventually the Fed. shipyards came up with the “Merkawa” drone-carrier.

Description: The Drone-Light Cruiser is mainly an anti-spacecraft warfare vessel, equipped with multiple hunter-seeker, combat and defence drones. Multiple targets can be locked to different main drone groups of one (12 drones), two (6 drones each), three (4 drones each), four (3 drones each), and six (2 drones each), that can automatically target and track their targets. In this way, one to six targets can be auto-combated by mainframe AI simultaneously, either in defensive or offensive mode. Available drones can vary in size, durability and agility from attack-drone size over sentry-drone to heavy guard-drone sizes. Auto launch of drones after destruction of a drone (with certain preparation times according to size and power of drone). Like all modern Light Cruiser warships it has the ability to repair its hull, and can direct an additional helper-shield to the front or rear, but lacking the Static Shields of the suppressor-class Destroyers. They are equipped with outer hull-repair nano bots fed by the EM energy of the shield emitters. All Light Cruiser-class Destroyers are more energy stable than the suppressor-class Destroyers but weaker in main fire power (within the limits of typical faction designs). Also, they do not have different energy router types to choose from for install.

Role: It is the weakest but fastest Light Cruiser, its a ranged attack Destroyer. Its basic role is that of a swift hunter-seeker vessel. It hasn’t enough fire power to down a Suppressor-class Destroyer, but it can prevent healer engineer ships to repair it or render it vulnerable over longer time to be finished off by other team mates. However, it typically engages all classes of frigates, fighters and interceptors. It is a ranged counter. Its drones can auto target Destroyer structures, like the energy router, modules or ship’s shield. Therefore it can render Destroyers constantly in need of repair of its special functions. It also can attack with small hunter-seeker drones that harass interceptors and prevent them to become strategic Destroyer killers (with EM-blade for example) - but as the Light Cruiser has limited drone capacity it must focus its fire power and overall battlefield support strategy. It is primarily very resilient against EM damage (hull & shields).

Weakness: As an anti-small-spacecraft warfare vessel, it is mainly vulnerable to attacks from Destroyers and groups of smaller fighters or frigates. It does have limited main weapon power per se because it is fitted with 12 drone launchers in stead of main guns. Coordinated attacks can overwhelm its defensive capabilities. Economics in drone launching and destruction is advised because each drone launch costs energy.

Speed:               240 m/s
Aft speed:           280 m/s
Aft erg. usage:   150 en/s
Reverse speed:       100 m/s
Strafe:            25 m/s
Accel.:               25 m/s^2
Roll:                33 °/s   
Pitch:                28 °/s
Hull:             54,000 pts.
Hull regen.:      180 pts./s    
Shield:        26,000 pts.
Shield regen.:    200 pts./s
Energy:         4,800 pts.
Enrg regen.:      290 pts.
Sensor range:   4,600 m
Target lock:         1 s

Synergy bonuses:
Level 2: Hull and shield resistance to EM damage +50 pts.
Level 4: Select between:
    - 50% more AEGIS combat drone durability
    - 50% more AEGIS combat drone damage
    - 12% more base and afterburner speed
Level 8: Select between (like crew implant rank14):
    - Polarized hull plating (hull damage resistance +75 pts for 8 s when shield is lost, recharge interval 300 s)
    - Shield system reboot (neutralis./immunity of/to all negative effects for 8 s when shield is lost, recharge 300 s)
    - Emergency stealth field generator (ship is invisible for 8 s when shield is lost, recharge interval 300 s)

Main weapon (CIWS attack-drone launchers):
* Light Cruiser class AI-mainframe MU-TH-UR 1000 multiple target selector and tracker. Selects the locked target as target for AI-controlled AEGIS combat drone systems. Drone-Light Cruisers have 8 AEGIS drone launch and control installs. So 1 left mouse click will lock 2 AEGIS drones to the tocked target. 2nd left mouse click will lock another 2 AEGIS drones to the locked target (in case target lock hasn’t changed, this will give 4 AEGIS drones 1 target). 3rd left mouse click will lock another 2 AEGIS drones to the locked target (in case target lock hasn’t changed, this will give 6 AEGIS drones 1 target). 4th left mouse click will lock another 2 AEGIS drones to the locked target (in case target lock hasn’t changed, this will give all 8 AEGIS drones 1 target). 5th left mouse click will lock the first AEGIS drone-pair to the tocked target (like a cycle). Launches drones every 30s with 3000 durability pts., no more than 8 at once. Drones attack enemies dealing 800 EM damage per s in 3000m range. Uses up 333 energy pts. per single activation. A special key can cancel all target locks, switching off the AEGIS drones to passive mode (like in key binds: ‘Cancel Lock’ key). A special key can link the AEGIS drones to the AI-controlled Trophy active protection system (APS). On activation it switches the AEGIS drones into auto-tracking defensive mode, they now circle the ship and automatically fire at enemy ships until deactivation (like in key binds: ‘Lock any enemy’ key). It also reduces controlling effect’s duration by 25% and increases sensor range by 75%. The player can concentrate on an escape route while the ships AI-mainframe auto-attacks enemy ships (like the Engineer frigate’s combat drones for example).
* Pre-select between:
    - interceptor AEGIS drones “firebee” (small, swift, anti-interceptor)
    - tactical AEGIS drones “tyndal” (medium, anti-fighter)
    - heavy AEGIS drones “simson” (big, slow, anti-frigate)

Special module slot (“F” key):
Emergency mode of the MU-TH-UR 1000 multiple target selector and tracker AI-mainframe. Upon key stroke all away (send out) active drones are abandoned (or killed, exploding) and new  drones are launched near to the ship in an defensive auto-mode, they will then start to attack all enemy targets nearest to the Merkawa mother ship. Drones will circle and follow the ships movements.

Missile slot (Right-mouse-click):
*Helper-shield energy distribution to the front (+100% frontal shield power)
*Helper-shield energy distribution to the rear (+100% aft shield power)

Active module slots:
*The 4 active module slots can be equipped with conventional Destroyer multi-purpose modules (e.g. Blaster turret, Multiphase shield, etc.).
*Additional:
**Light Cruiser class Electronic-warfare system hack grants control over all stationary objects and drones in a perimeter around the Light Cruiser for 30s. The linked stasis generator prevents enemy ships from using active modules, shooting or launching missiles for 4s. Active range for both components is 3000m. Recharge time is 60s.  
**Light Cruiser class Mine-layer, on activation, a mine is laid out, which takes 3 seconds. After 30 mines are laid out, mine cassette reloading takes 30 seconds.
***Select between:
    - Proximity mines  (sticks to target within trigger range, only enemy ships receive damage from explosion)
    - Tactical nuke mines (high damage within small radius upon activation within trigger range, also generates a radio-active cloud dealing 2600 dmg/s in a 300m radius for 10s. Explosion delay 3 sec.)
    - Energy-neutralizing EM mines (explosion on activation within trigger range generates an EM field that burns 170 pts. of energy for all enemy ships within 700m cloud)

Special upgrade modality: This Destroyer-Light Cruiser starts as a tier 3, rank 7 ship model that can be improved to upper tier 4, rank 8 to tier 5, rank 13. Players/owners of the basic rank 7 model can refit to higher (or reverse to lower) ranks by adding (distracting) special ship parts they did accomplish to craft. In this way the base ship could be more creatively adjusted, still retaining its basic layout/form. A refit from tier 3 to tier 4, i.e. would cost materials (rare ones from dangerous alien sectors maybe).

(Edit: tweaks of specifications, illustrative pictures reduced in size and resolution)

 

1otlckh.jpg

Picture example of rather square shaped carrier with 2 docking pylons

SpyViJB.jpg

Picture example with one top docking (with same impenetrable window/screen as the main stations have)

iU7rSve.jpg

Picture example with two side docking planes (with same impenetrable windows/screens as the main stations have)

 

(Picture examples are not my work)

 

User:       avarshina
Name:       Mistral “28”
Class:       Destroyer
Rank:       7
Upgrades: possible future development (to ranks 10/13 with additional ship parts?)
Faction:  JERICHO
Type:       Small Fighter-Carrier Light Cruiser
Role:       Open space travel group/squad (warpgate-wormhole generator)
          Repair, refuel, storage, and recharge platform (nano bots, maintenance robots)
Size:       Light Cruiser (3/4 of Destroyer length, but more disk/square like in shape)

My dream Small Fighter-Carrier Destroyer:
*With this ship more secure explorations of deep space came into sight of possibility (warpgate-wormhole generator).
*It has a small scietific lab for space exploration (ore scanners, alien tech radar, etc.)
*It is a tactical vessel that can bring up to 3 interceptors or fighter crafts into every position in space, docked to it.
*Groups of 4 players can band together and go for open space invasions or ore farming or sector defence easily.

**Or one player with 3 standard AI fighter vessels.
*Inventory for open space: 4 x 12 - can be send home via on ship cargo drones.
*Inventory for trade / exchange / ppl store: two special inventory slots can be used by docked players to exchange / trade their stuff & access to the players store (storage space) and maybe to the SC-store (Bundles,Special,etc.).
*This Light Cruiser has no manually directed main weapon because it has auto-turrets. It is an defensive counter and clearly has lesser destructive power.
*It can survive in open space due to its better hull and shield repair rates.
*It is a rank 7 Destroyer-Light Cruiser, that implies it is slightly cheaper to build than other Destroyers. It has access to the limited r7 assortment of passive modules. It is very energy stable. It can not be speed up by passive modules that much and has no speed boost by an energy router, though.  
*It is harder to be killed by (EM-blade) interceptors and small fighters than suppressor-destroyers, but has less offensive fire power.

Lore: In light of the threats from aliens invading our sectors, the Jericho took the decision to enhance their deep space operation perimeter. In this way they aimed at proactive defensive measures against outer dangers from deep space.
The exobiologists, theoretical warfare analysts, and space exploration specialists stuck their heads together and co-evolved the light carrier design concept with wormhole projectors, fusion reactor, and space exploration laboratory.
First prototypes were dismissed for various reasons, but eventually the Mistral mark “28” light carrier proved to be successful and positively came through all deep space field tests. The warpgate-wormhole projector worked perfectly. Quickly, the Mistral “28” became a carrier and support platform for smaller class ships. It needs protection from its fighter group, because it has limited (mostly defensive) fire power of its own.

Description: The light carrier Mistral is a unique ship design. Up to three interceptor class or fighter class ships can securely dock to (or in) its hull (Docking Ports) and can be auto-repaired by its nano-bots and auto-refueled by its larger maintenance robots (like engineer recharge stations and repair stations). Special cargo drone-functionality can send ores, alien-tech, blueprints, and stuff back home. The mini wormehole generator of the Mistral can easily auto-warp through the known universe (select your destination sector and warp right to it), making open space travel much more efficient for a wing of smaller ships. Only the known wormehole jump points became objects of conflicts, soon. Pirates, various minor sub-factions and corporations all presented themselves as stakeholders to these space areas for their own profits, security demands, or dominance aspirations, respectively. It can be surrounded by multiple repair and combat drones.     

Role: It is a light carrier for a small squad or wing of up to 3 interceptors or fighters. It can provide storage for each of the players, refuel, and auto repair the docking ships in deep space. The light carrier can act as a small station in deep space for a wing of small fighter crafts. Its huge nuclear fusion reactor delivers enough power for deep space maintenance and autonomic demands in corporations. This concept is so successful, that newest intel reports reveal that the Federation and Empire factions planning to build carriers of their own design.

Weakness: Besides its Phalanx CIWS auto-turrets main weaponry and its Vanguard combat and repair drones, the Carrier relies very much on defence through the fighter ships it is carrying into the dangers of deep space. For the repair and maintenance of fighter crafts docked to it, it has a big energy system and good shields.

Speed:               160 m/s
Aft speed:           210 m/s
Aft erg. usage:   220 en/s
Reverse speed:        60 m/s
Strafe:            20 m/s
Accel.:               20 m/s^2
Roll:                20 °/s   
Pitch:                20 °/s
Hull:             45,000 pts.
Hull regen.:      120 pts./s    
Shield:        37,000 pts.
Shield regen.:    240 pts./s
Energy:         6,000 pts.
Enrg regen.:      240 pts./s
Sensor range:   4,000 m
Target lock:         2 s

Synergy bonuses:
Level 2: Shield resistance to EM damage +66 pts.
Level 4: Select between:
    - 10% more combat drones durability
    - 10% more shield regeneration
    - 10% more speed
Level 8: Select between:
    - Polarized hull plating (hull damage resistance +75 pts for 8 s when shield is lost, recharge interval 300 s)
    - Shield system reboot (neutralis./immunity of/to all negative effects for 8 s when shield is lost, recharge 300 s)
    - Emergency stealth field generator (ship is invisible for 8 s when shield is lost, recharge interval 300 s)

Main weapon (Phalanx CIWS auto-turrets):
* Light Cruiser class AI-mainframe controlled Phalanx close-in weapon system (CIWS) multiple target selector and tracker. Selects the locked target as target for AI-controlled XO-1 solid-state auto-laser weapon system. Small Fighter-Carriers have 10 auto-turret gun pods. So 1 left mouse click will lock 2 CIWS auto-turrets to the tocked target. 2nd left mouse click will lock another 2 CIWS auto-turrets to the locked target (in case target lock hasn’t changed, this will give 4 CIWS auto-turrets 1 target). 3rd left mouse click will lock another 2 CIWS auto-turrets to the locked target (in case target lock hasn’t changed, this will give 6 CIWS auto-turrets 1 target). 4th left mouse click will lock another 2 CIWS auto-turrets to the locked target (in case target lock hasn’t changed, this will give all 8 CIWS auto-turrets 1 target). 5th left mouse click will lock another 2 CIWS auto-turrets to the tocked target (in case target lock hasn’t changed, this will give 10 CIWS auto-turrets 1 target). This goes on in a cyclic way with the first gun pair. A special key can cancel all target locks, switching off the CIWS auto-turrets (like in key binds: ‘Cancel Lock’ key). A special key can link the CIWS auto-turrets to the AI-controlled active phased array radar (AI-APAR). On activation it switches the main weapon gun pods into auto-tracking mode, they now automatically fire at enemy ships until deactivation (like in key binds: ‘Lock any enemy’ key). It also reduces controlling effect’s duration by 25% and increases sensor range by 75%. The player can concentrate on an escape route while the ships AI-mainframe auto-attacks enemy ships (like the Destroyer’s plasma turret modules for example) with its main weapons.
* Select between (thermal damage lasers):
    -  Ytterbium-doped YAG (Yb:YAG) laser (0.1 spread, close range)
    -  Neodymium-doped YAG (Nd:YAG) laser (0.4 spread, medium range)
    -  Titanium-sapphire (Ti:sapph) laser (0.6 spread, long range)

Special module slot (“F” key):
* Carrier class Vanguard combat and repair drones.
Launches drones every 30s with 3300 durability pts., no more than 6 at once. Drones attack enemies dealing 650 EM damage per second up to a 3000m range. Uses up 500 energy pts. per launch. If the carriers shield volume is below 50%, each drone repairs 60 shield volume pts. per second instead of firing. Upon activation, one of the drones restores 5000 shield pts. for allied ships in 3000m perimeter and switches off.

Missile slot (Right-mouse-click):
*Helper-shield energy distribution to the front (+100% frontal shield power)
*Helper-shield energy distribution to the rear (+100% aft shield power)

Active module slots:
*Slot 1: Only active module slot one can be equipped with conventional Destroyer multi-purpose modules (e.g. Blaster turret, Multiphase shield, etc.), or:
**Scientific lab module for space exploration (GS spatial ore scanners, alien tech radar, etc. with destroyer-class range)
*Slots 2-4: Each module slot 2 to 4 is equipped with ship-dock modules that have auto-repair nano-bots and auto-refueling maintenance robots. Activation of keys 2-4 can release a fighter craft from its docking position.  

Special upgrade modality: This Destroyer-Light Cruiser starts as a tier 3, rank 7 ship model that can be improved to upper tier 4, rank 8 to tier 5, rank 13. Players/owners of the basic rank 7 model can refit to higher (or reverse to lower) ranks by adding (distracting) special ship parts they did accomplish to craft. In this way the base ship could be more creatively adjusted, still retaining its basic layout/form. A refit from tier 3 to tier 4, i.e. would cost materials (rare ones from dangerous alien sectors maybe).

(Edits: tweaks of specifications, illustrative pictures reduced in size and resolution, merged with [consecutively deleted] Jericho mine layer concept)
 

 

J99ovOO.jpg

(“Dewey” drone from the 70s movie classic  “Silent Running”)

 

=====================================================

 

User:       avarshina
Name:       Rota
Class:       Destroyer (upgrades)
Rank:       8/11/14
Factions:  ALL
Type:       Commanding Flotilla leader
Role:        Support and commando (open space, alien frontier)
Size:        Leader-class (similar to rank 8/11/14 destroyers)
Special modality:  Additional destroyer ship part - will upgrade rank 8/11/14 Suppressor-class destroyers

Lore: The Jericho recently engineered the Light carrier destroyer-class Mistral in order to enhance their deep space operation perimeter. The warpgate-wormhole generator worked perfectly, but soon the Mistral ships needed convoy support by destroyer class ships in deep space and alien territories.

Description: ‘Back to the docks for refit!’ - was the motto: the Commanding Flotilla leader is the newest warship suitable for commanding/supporting a flotilla. The Jericho upgraded some Suppressor-class destroyers through implanting certain additional ship parts (namely the warpgate-wormhole generator) to meet the needs via an additional special module slot.    

Role: It is classic support/command role destroyer upgrade for support of Mistral destroyer-class carriers. Players/owners of the basic rank 8/11/14 Suppressor-class destroyer models can improve the ships for open space demands through refit by adding a special ‘warpgate-wormhole generator’ ship part. An upgrade-refit would cost materials (rare from alien sectors maybe).

 

(Edit: tweaks of various specifications & concatenation of 2 posts )