Contest 'Ultimate Destroyer' (Concepts)

Dreamed destroyer

 

User: OutlawStar00

 

Name: Nightmare

 

Faction: Empire

 

Role: Tank

 

Rank: 14

 

Engineered with an accord with federation engineers, this destroyer has the advantages of higher capacitors, meaning more energy for your active modules, and the sturdiness of a imperial ship, but this comes with a heavy toll on the shielding, because it is weaker than any standard shield on the empire

 

 

Proposed Survibility: 350K

 

Shield 35k

resistances:

kinetic:150

EM:100

Thermal:150

 

Regen:300

 

Hull: 150k

resistances:

 

Kinetic: 100

EM: 125

Thermal: 175

 

Regen: 25/sec

 

Special Module: Federation energy re-router 

 

Titan-Class Modules–> 

 

Helix shield generator => shield regeneration 400/sec for 15 seconds

 

Garm passive drones ==> Hull regeneration 1000hull/sec for 10 seconds 

 

Star Nova  ==> EM Damage 220/sec for 5.5 secs on nearby enemies, 50% chance on disabling targeting/missile, and active module activation

 

Slots 10 ==>   shield:   3

                       Hull:      2

                      Engine:   3

                       CPU:      2

 

LVL 2: crit chance 15% up

 

LVL 5: cooldown on modules and abilities reduced by 10%

 

MAX: Hull resistance to all damage augmented by 15%

I know, it has taken me quite a while to drag this out of my head, but I started this post as soon as the contest was released. And thus, I present a good idea, in my opinion, a new class of destroyer. Nobody said it could only be one destroyer. Now, granted, this is IN NO WAY THE ULTIMATE DESTROYER! As the game CLEARLY states, there IS NO ULTIMATE SHIP or faction. Now, with that out of the way, I only created 3 ships for this class, all of rank 8 to begin with, I would have made more, but the ability to post images prevents me from adding images to other ships, so I stuck with 3 for now. To see my next class of destroyer, as all ship types have 3 classes each, I will be releasing that later, along with my next map proposal. I DOUBT I WILL WIN WHEN YOU LOOK AT THE CURRENT WINNERS OF THIS COMPETITION, ON THE FIRST PAGE , also nobody ever looks at the last pages… With no further stalling, I present the DEFENDER CLASS DESTROYER!

 

Now for an introduction, as to the reasoning behind the slowness of these ships. With the onset of destroyers requiring ludicrous amounts of resources to build as of update 1.3.4, we now have to search even harder for materials that were already hard to find, such as Beryllium and Neodium. Don’t get me wrong, this is in no way a bad thing. Destroyers are outrageously over powered, but with the nerfing of “Halo Launcher” weapon modules, and the “Gravitational Lens” active module, they are becoming ever fairer in gameplay. Even with such high firepower, they are incredibly easy to destroy, using a “Plasma Ark” active module or a concussive weapon such as “Coil Mortar” frigate cannons. Mobility is another issue commonly discussed when Brave-ing (so funny, right??) the topic of suppressors. These ships can go far too fast for their respective masses. For example, your base Mammoth rank 15 premium federation engineering frigate travels at three hundred and eighteen meters per second (Highest base speed of a frigate in the game, available on rank 7+ fully synergized federation engineers). In comparison, take the Antares, the federation’s rank eleven flying space submarine. When leveled to level ten synergy, the Antares Space Submarine, A.S.S. for short, can travel at a base speed of one hundred and sixty four meters per second. When modified by a “Federation Energy router” destroyer special module, it has an extra sixty percent of that one hundred and sixty four, which is roughly two hundred and fifty three meters per second. If a pilot were willing to three engine slots to their ship, they would have the ability to add three “Auxiliary Generator 13” passive modules, adding twelve and eight tenths percent of maximum speed each, accounting for a total of thirty eight and four tenths percent of maximum speed. On top of that, the pilot would be able to add three capacitor slots to their A.S.S. which would allow them to add three “Power Unit Conduit 15” passive capacitor modules, adding ten and four tenths percent maximum speed each, accounting for an extra thirty one and two tenths percent speed. If the pilot desired it, they could give their A.S.S. a lot of volume in terms of hull by adding three Hull slots, giving them access to three “Lightweight Hull” (no number) passive hull modules, giving their A.S.S. an extra nine percent speed each, accounting for an extra twenty seven percent speed. If a rank thirteen command class fighter is within four thousand six hundred meters of the A.S.S., they would be able to have an additional thirty six and six tenths percent maximum speed. If said command fighter had the rank ten Neuroaccelerator “WPN-FS3” equipped, it would improve that thirty six and six tenths percent to a whopping thirty nine and five tenths percent maximum speed. If the A.S.S. had the rank nine Beta-accelerator “Cheetah II” equipped, it would have an extra seven percent speed. If the A.S.S. had the Alpha-inhibitor “SP-25” equipped, it would have an extra three percent speed. If the A.S.S. had a “Thrusters overdrive” booster (Additional devices) it would have an additional seven percent speed. IF the A.S.S. pilot had all of these things, the A.S.S. would have a base speed of one hundred and sixty four meters per second with an additional two hundred and thirteen and two tenths percent extra speed (If the percentages stack before adding to the base speed). If calculated in the manner I calculated it, it would produce a speed roughly three hundred and fifty meters per second, thirty two meters per second faster than the base Mammoth speed. This is utter nonsense, considering that the Antares is somewhere around two and a half to three times as massive as the Osprey models, and the A.S.S.’s main engines combined with the afterburners have less surface area (which in turn, means less room to eject fumes and push the ship) than a single main engine from a federation frigate. Contrary to popular believe, having a smaller ejection hole can help, as it pressurizes the particulates, which shoot out much faster than if the ship had a gaping hole that was as wide as the combustion chamber its self, it’s all about manipulating the stream, but that’s beside the point, that destroyers are going too fast. This entire thing is not very necessary, other than to support my claim that destroyers can go too fast, which is why my entry is a slower variety.

With that out of the way, I bring you my dream destroyer, a new breed, different from a suppressor class destroyer.  I bring you, the Defender Class Destroyer (I know someone already said “Defender” as the name of their destroyer, but that post was created long after this Microsoft word document was started, production time of this document has been increased due to the creation of images used to support my entry. Developed by pirate researchers under the command of Miss Summer, and leaked to the world of mercenaries via “The Broker”, a man some speculate to be a man of Jericho. Time for some fun statistics and new modules I have proposed! No really, this is my dream destroyer, I’ve played Star Conflict so long, I have dreams about it, and I dreamed of a destroyer with a push pulse module type thing on it…

Role:

                Designed to support its team by directing the flow of it’s shielding toward incoming fire. Practically a slow moving wall, this destroyer can protect its team from incoming fire much better than a suppressor can. Note, the role of suppressing is left to the Suppressor Class, the role of defending is left to the Defender Class, and has more to do with keeping its team safe than shooting as many projectiles as possible, and thus has 9 primary weapon hard points (9 is an odd number, which allows for less weapons than Suppressors, and more than LRF’s, but also makes sure at least 1 hard point is placed along the midline of the model) instead of the 12 on a Suppressor Class.

Size:

                Same average length as other destroyers, with some leeway of course, slightly wider (Armadillo is more than slightly wider (Just normal wider)) than the average destroyer.

Modules:

Special Module:

                Jericho Shield Router:

                                Type: Destroyer special module

Reroutes shield projection around the ship. Allows to use directional shielding. Activation cost, 300 en. Directional shielding drains the ship’s shielding by 50%, and creates a static shield barrier with 200% of the points drained, spanning just under half of the surface area of the shield sphere encompassing the ship, generated in the direction of the cursor 63 m. off of the shield sphere. After 45 seconds, if the shield is not depleted first, it will deactivate. Recharge lasts 65 seconds. Shields are restored by 700 pts/s. for 5 seconds after activation.

                Empire Shield Router:

                                Type: Destroyer special module

Reroutes shield projection around the ship. Allows to use directional shielding. Activation cost, 300 en. Directional shielding drains the ship’s shielding by 50%, and creates a static shield barrier with 150% of the points drained, spanning just under half of the surface area of the shield sphere encompassing the ship, generated in the direction of the cursor 63 m. off of the shield sphere. After 45 seconds, if the shield is not depleted first, it will deactivate. Recharge lasts 65 seconds. Damage output increased by 35% for 5 seconds after activation.

                Federation Shield Router:

Type: Destroyer special module

Reroutes shield projection around the ship. Allows to use directional shielding. Activation cost, 300 en. Directional shielding drains the ship’s shielding by 50%, and creates a static shield barrier with 150% of the points drained, spanning just under half of the surface area of the shield sphere encompassing the ship, generated in the direction of the cursor 63 m. off of the shield sphere. After 45 seconds, if the shield is not depleted first, it will deactivate. Recharge lasts 65 seconds. Ship’s maximum speed is increased by 25% for 5 seconds after activation.

Active Module:

                Rank 7-11

                                Multipurpose modules:

                                                Shield Recharger 11

                                                                Type: Active combat module

                                                                Group: Multipurpose module

                                                                Ship type: Destroyer (Defender Class)

                                                                Allowed ranks: 7-11

                                                                Damage on destruction 5000 pts.

                                                                Energy Consumption 1723 en.

                                                                Recharge 42.1 s.

                                                                Repairs your Destroyer’s shield by 25000 points over 8 seconds.

                                                                                Mk.1: Shield Regeneration 25000 pts. 306,000 credits

Mk.2: Shield regeneration +800 pts. 673,200 credits or 1 O

Mk.3: Shield regeneration +1000 pts. 135,000 Armada vouchers

                                                                                Mk.4: Shield regeneration +775 pts. 210 Iridium or 1 O

                                                                Nanostructure Binding 11

                                                                                Type: Active combat module

                                                                                Group: Multipurpose modules

                                                                                Ship type: Destroyer (Defender Class)

                                                                                Allowed ranks: 7-11

                                                                                Damage on destruction 10000 pts.

                                                                                Energy Consumption 1200 en.

                                                                                Recharge 65.7 s.

                                                                                Increases hull integrity by 56 pts for 9 sec.

                                                                                                Mk.1: Hull damage resistance 56 pts. 275,250 credits

Mk.2: Hull damage resistance +15 pts. 601,975 credits or 1 O

Mk.3: Hull damage resistance +14 pts. 165,500 Wardens vouchers

Mk.4: Hull damage resistance +9 pts. 210 Iridium or 1 O

                                                                Flak Turret 11

                                                                                Type: Auto Turret

                                                                                Group: Multipurpose modules

                                                                                Ship type: Destroyer (Defender Class)

                                                                                Allowed ranks: 7-11

                                                                                Damage (kinetic) 100 dmg

                                                                                Rate of fire 240 rounds/min.

                                                                                Projectile speed 4530 m/s.

                                                                                Barrel rotation speed 90 deg/sec.

                                                                                Range of fire (max.) 1995 m.

                                                                                Spread 3 deg.

                                                                                Damage on destruction 5000 pts.

                                                                                Energy consumption 560 en.

                                                                                Recharge 30.2 s.

Automatically fires at enemies. Active mode increases rate of fire to 480 RPM, decreases damage by 5% for 5 sec. and makes projectiles explode with a 150 m. explosion radius.

                Mk.1: Damage (kinetic) 100 dmg 306,000 credits

                Mk.2: Damage (kinetic) +45 dmg 673,200 credits or 1 O

Mk.3: Damage (kinetic) +45 dmg 135,000 Vanguard vouchers

                Mk.4: Damage (kinetic) +30 dmg 150 Iridium or 1 O

                                Defender modules:

REF1-SU Distorter 11

                                                                Type: Active combat module

                                                                Group: Defender modules

                                                                Ship type: Destroyer (Defender Class)

                                                                Allowed ranks: 7-11

                                                                Blast (EM) 4000 dmg

                                                                Explosion radius 900 m.

                                                                Flight range 6000 m.

                                                                Flight speed 500 m/s.

                                                                Barrel rotation speed 90 deg/sec.

Damage on destruction 6000 pts.

                                                                Energy Consumption 1800 en.

                                                                Recharge 42 s.

Creates a 900 m. cloud of electromagnetic disturbance dealing 3000 dmg/sec. for 12 seconds.

                Mk.1: Blast (EM) 4000 dmg 306,000 credits

                                                                                                Mk.1: Cloud (EM) 3000 dmg/s

Mk.2: Blast (EM) +200 dmg 673,200 credits or 1 O

                                                                                                Mk.2: Cloud (EM) +75 dmg/s

                                                                                                Mk.3: Blast (EM) + 197 dmg 135,000 Vanguard vouchers

                                                                                                Mk.3: Cloud (EM) +64 dmg/s

                                                                                                Mk.4: Blast (EM) +134 dmg 210 Iridium or 1 O

                                                                Pulse Emitter 11

                                                                                Type: Active combat module

                                                                                Group: Defender modules

                                                                                Ship type: Destroyer (Defender Class)

                                                                                Allowed ranks: 7-11

                                                                                Damage (EM) 2000 dmg

                                                                                Pulse range 800 m.

                                                                                Pulse speed 500 m/s.

                                                                                Damage on destruction 6000 pts.

                                                                                Energy consumption 1925 en.

                                                                                Recharge 67 s.

Produces a magnetic pulse traveling away from the ship, disabling all enemy ships within range. Pushes all enemy ships within range outward at up to 500 m/s. Pushes destroyers away at up to 250 m/s.

                Mk.1: Damage (EM) 2000 dmg 306,000 credits

                Mk.1: Range 800 m.

                Mk.2: Damage (EM) +95 dmg 673,200 credits or 1 O

                Mk.2: Range +100 m.

                Mk.3: Damage (EM) +100 dmg 135 Armada vouchers

                Mk.3: Range +200 m.

Mk.4: Damage (EM) +80 dmg 210 Iridium or 1 O

Mk.4: Range +100 m.

Static Rod 11

                                                                                Type: Active combat module

                                                                                Group: Defender modules

                                                                                Ship type: Destroyer (Defender Class)

                                                                                Allowed ranks: 7-11

                                                                                DPS (thermal) 1380 dmg/s

                                                                                Barrel rotation speed 90 deg/sec.

                                                                                Range of fire (max.) 10000 m.

                                                                                Damage on destruction 6000 pts.

                                                                                Energy Consumption 2000 en.

                                                                                Recharge 56 s.

Fires a bolt of electricity that can jump to another target if there are any enemies within 800 m. 10 maximum target jumps. Electric charge can travel up to 10000 m from the turret to the final target.

                Mk.1: Damage (thermal) 100 dmg 306,000 credits

Mk.2: Damage (thermal) +45 dmg 673,200 credits or 1 O

Mk.3: Damage (thermal) +45 dmg 135,000 Vanguard vouchers

                Mk.4: Damage (thermal) +30 dmg 150 Iridium or 1 O

                So, now that you have a brief of the modules, I’ll explain them in further detail. First, the destroyer special modules for Defender Class. Upon pressing “F”, a static shield similar to the “Static Shield” missile slots is spawned 63 meters off of the ship’s shield sphere. Due to me not having access to the PAK files containing the ship models and their shields, I do not know the radius of the shield spheres, so I will leave that calculation of meters off the ship, to the developers. The shield that is spawned is a larger variant of the Turtle shield found on missions with drugged up pirates such as “Fire Support” in the Yrda system, and “Defense Contract” in the Olympus system. (“We managed to intercept and decrypt the attackers’ transmissions. But it’s just gibberish. Looks like they’re on drugs, completely out of their minds.” –Arthur Gage.) The shield is a dome shield rather than the arch shields found in missile slots of destroyers. The shield spans just under half of the surface area of the ship’s shield sphere. The Jericho variant uses the sudden pulse of power coursing through the system toward the directional shield to power the shield charger, recharging shields by 700 pts/s. for 5 seconds after activation. The Empire variant uses the sudden pulse of power coursing through the system toward the directional shield to power the main cannons, giving them an extra 35% damage boost for 5 seconds after activation. The Federation variant uses the sudden pulse of power coursing through the system toward the directional shield to power the thrusters and afterburners, giving the ship an extra 25% speed boost for 5 seconds after activation.

                Now for Multipurpose modules. The Shield Recharger 11 is a multipurpose module fit only to Defender Class destroyers. Think of a shield booster on any other ship type besides destroyers, but more powerful. Recharges 25,000 shield points over the span of 8 seconds at Mk.1. Nanostructure Binding 11 is a multipurpose module fit only to Defender Class destroyers. Think of nanocomposite coating on any other ship type besides destroyers, but more powerful. Drains some energy from the capacitor to charge the hull of the destroyer, giving it an extra 56 resistance points for hull tank for 9 seconds. The Flak Cannon 11 is an auto turret module very similar to the Suppressor Class destroyer’s “Blaster Turret” auto turret. Fires 240 kinetic rounds per minute. Projectiles are shorter range, and travel at a moderate speed. Activation increases fire rate but decreases damage.

                Now for Defender modules. The REF1-SU Distorter 11 is a Defender Class destroyer only module, similar to both a “Tactical Nuke” missile available for Covert Operations interceptors, and the “Photon Emitter” blast weapon for Suppressor Class destroyers. Fires a slow-moving projectile that upon impact with any object, or deactivating the module, detonates the charge. Detonation deals 4000 damage, leaving a cloud dealing 3000 damage per second at Mk.1. Cloud dissipates after 12 seconds. The Pulse Emitter 11 is a weapon similar to the “Gravity Lens” active combat module for rank 11+ Suppressor Class destroyers. Instead of pulling ships toward the anomaly, ships and drones are pushed away from the object at a maximum of 500 m/s. excluding destroyers, which are pushed away at a maximum of 250 m/s. The Static Rod 11 is a weapon that deals damage to multiple targets. The module fires a continuous steam of electricity at an enemy. Once the steam hits, it can jump to another enemy. The maximum number of jumps is 10 jumps.

Jericho Defender class destroyer:

Svalinn

                HULL: 65,000 pts.

                Hull regeneration: 0 pts/sec.

                Kinetic resistance: -15 pts. (-15%)

                EM resistance: 45 pts. (31%)

                Thermal resistance: 15 pts. (13%)

                SHIELD: 120,000 pts.

Shield regeneration: 210 pts/sec.

Kinetic resistance: 30 pts. (23.1%)

EM resistance: -30 pts. (-30%)

Thermal resistance: 0 pts. (0%)

ENERGY: 3200 pts.

Max. energy regen. 152 pts/sec.

Sensor range: 3000 m.

Target lock time: 3 s.

Speed: 97 m/s.

Reverse speed: 35.3 m/s.

Strafe: 8 m/s.

Acceleration: 8 m/s2.

Cooldown time: 3 s.

Launch energy cost: 410 pts.

Afterburners: 116 m/s.

Afterb. enrg. use: 252 en/s.

Roll: 15 deg/sec.

Pitch: 8 deg/sec.

Max. Objects number 1 pts.

Available at 2 level: Shield recharge rate increased by 30 pts/sec.

Available at 4 level: Undefined

Available at 8 level: Undefined

Special Module: Undefined

 

Color code 2 (Camouflage pattern).

 

DUE TO THE RECENT UPDATES TO THE FORUM NOT ALLOWING IMAGES FROM IMGUR, ALONG WITH ANY IMAGE UPLOADING WEBSITE I HAVE ENCOUNTERED, I CANNOT UPLOAD THE IMAGE, SO TAKE 5 SECONDS OF YOUR TIME, AND CLICK ON THIS LINK, http://postimg.org/image/iufbrins1/ TRUST ME, ITS WORTH IT

 

2 “Engine package”

2 “Reactor package”

4 “Deflector package”

2 “Exterior structures”

1 “Computing systems”

2 “Destroyer internal structures”

3,000,000 Credits

 

Available at level 4:

Shield regeneration speed increased by 15%.

Shield volume increased by 23%.

Kinetic weapon damage increased by 13%. Kinetic weapon range of fire (max.) increased by 27%.

Available at level 8:

Power of Support Class modules increases by 10%.

Cooldown time of Support Class modules increases by 15%.

Energy drain of Support Class modules decreases by 25%.

 

Empire Defender class destroyer:

Athena

                HULL: 98,000 pts.

                Hull regeneration: 0 pts/sec.

                Kinetic resistance: -15 pts. (-15%)

                EM resistance: 45 pts. (31%)

                Thermal resistance: 15 pts. (13%)

                SHIELD: 35,000 pts.

Shield regeneration: 204 pts/sec.

Kinetic resistance: 30 pts. (23.1%)

EM resistance: -30 pts. (-30%)

Thermal resistance: 0 pts. (0%)

ENERGY: 3200 pts.

Max. energy regen. 162 pts/sec.

Sensor range: 3000 m.

Target lock time: 3 s.

Speed: 97 m/s.

Reverse speed: 35.3 m/s.

Strafe: 8 m/s.

Acceleration: 8 m/s2.

Cooldown time: 3 s.

Launch energy cost: 850 pts.

Afterburners: 116 m/s.

Afterb. enrg. use: 259 en/s.

Roll: 15 deg/sec.

Pitch: 8 deg/sec.

Max. Objects number 1 pts.

Main weapon damage increased by 7%

Available at 2 level: Hull resistance to thermal damage increased by 30 pts.

Available at 4 level: Undefined

Available at 8 level: Undefined

Special Module: Undefined

 

Color code 3 (Faction specific color patern (Racing stripes for federation, red and white eagle for empire, etc).

 

DUE TO THE RECENT UPDATES TO THE FORUM NOT ALLOWING IMAGES FROM IMGUR, ALONG WITH ANY IMAGE UPLOADING WEBSITE I HAVE ENCOUNTERED, I CANNOT UPLOAD THE IMAGE, SO TAKE 5 SECONDS OF YOUR TIME, AND CLICK ON THIS LINK, http://postimg.org/image/4u9550dlt/ TRUST ME,  ITS WORTH IT

 

1 “Engine package”

3 “Reactor package”

2 “Deflector package”

5 “Exterior structures”

2 “Computing systems”

2 “Destroyer internal structures”

3,000,000 Credits

 

Available at level 4:

Shield and hull resistance to thermal damage increased by 37 pts.

Hull volume increased by 17%.

Thermal weapon damage increased by 20%. Thermal weapon range increased by 24%

Available at level 8:

Power of Support Class modules increases by 10%.

Cooldown time of Support Class modules increases by 15%.

Energy drain of Support Class modules decreases by 25%.

 

Federation Defender Class destroyer:

Armadillo

                HULL: 70,000 pts.

                Hull regeneration: 0 pts/sec.

                Kinetic resistance: -15 pts. (-15%)

                EM resistance: 45 pts. (31%)

                Thermal resistance: 15 pts. (13%)

                SHIELD: 60,000 pts.

Shield regeneration: 210 pts/sec.

Kinetic resistance: 30 pts. (23.1%)

EM resistance: -30 pts. (-30%)

Thermal resistance: 0 pts. (0%)

ENERGY: 4000 pts.

Max. energy regen. 176 pts/sec.

Sensor range: 3000 m.

Target lock time: 3 s.

Speed: 103 m/s.

Reverse speed: 35.3 m/s.

Strafe: 8 m/s.

Acceleration: 8 m/s2.

Cooldown time: 3 s.

Launch energy cost: 410 pts.

Afterburners: 131 m/s.

Afterb. enrg. use: 207 en/s.

Roll: 17.3 deg/sec.

Pitch: 9.2 deg/sec.

Max. Objects number 2 pts.

Rotation speed increased by 15%

Available at 2 level: Energy regeneration increased by 26 pts/sec.

Available at 4 level: Undefined

Available at 8 level: Undefined

Special Module: Undefined

 

Color code 1 (basic color pattern).

 

DUE TO THE RECENT UPDATES TO THE FORUM NOT ALLOWING IMAGES FROM IMGUR, ALONG WITH ANY IMAGE UPLOADING WEBSITE I HAVE ENCOUNTERED, I CANNOT UPLOAD THE IMAGE, SO TAKE 5 SECONDS OF YOUR TIME, AND CLICK ON THIS LINK, http://postimg.org/image/ub4krwcf5/ TRUST ME,  ITS WORTH IT

 

3 “Engine package”

2 “Reactor package”

2 “Deflector package”

3 “Exterior structures”

2 “Computing systems”

2 “Destroyer internal structures”

3,000,000 Credits

 

Available at level 4:

Afterburner energy draw reduced by 25%.

Maximum speed increased by 10%.

Hull and shield resistance to EM damage increased by 35 pts.

Available at level 8:

Power of Support Class modules increases by 10%.

Cooldown time of Support Class modules increases by 15%.

Energy drain of Support Class modules decreases by 25%.

 

Now, I’m sure you’d like some logic towards my entry, although this is long, I have some explaining to do. As far as the destroyer’s special modules, the destroyers have a capacitor, a shield emitter, and a shield capacitor. The shield’s capacitor power is linked to the main capacitor power, and the shield emitter’s power. Upon activation of the special module, power is drained from the capacitor to the emitter, flowing through the main capacitor, giving it extra power, this is because it takes a great deal of power to create the static shield, and instead of using the method of the missile slot shield, it drains from the shield tank. Capacitors have a capacity limit, and cannot flow overboard without expelling the extra energy in some manner such as heat, light, or using it. The Svalinn, (sporting Jericho’s classic angular shapes, has a model created by mixing an Inquisitor and a Machete, with distorted size values.) diverts the extra power back to the shield capacitor, recharging its tank. The Athena, (sporting the Empire’s classic split bow, has a bow resembling the double split bow of the Maelstrom Class dreadnought, also has classic Empire fins.) diverts power directly to the weapon systems, giving it additional damage, by pushing the projectiles with more force, putting the energy into the detonation (kinetic), by heating ammunition past the warning threshold (thermal), or by charging the plasma even further (EM). The Armadillo, (In similar shape to a cargo ship mixed with an Octopus, it has classic Federation V shaped fins placed on the sides as sensors.) uses the extra power to go straight to the thrusters, converting the energy into matter that is ejected with the exhaust (when a rocket powered engine fires, it is not the fire that pushes it, it is the exhaust (gases and carbon particulates etc.) that comes out and expands that pushes it).

The Flak cannon (I know the name was already used in another entry, but I had started this entry as soon as the competition started, and it’s taken me quite a long time to do the images), why does it lose damage when it’s fire rate increases? FOR THE SAKE OF BALANCE!! Just kidding, all numbers already have plenty of balancing that I have thought about, for some logic to it, when the projectiles go faster, more kinetic energy damage is converted into light and thermal energy when the projectile impacts.

Static Rod, think of a tesla coil, or lightning on a planet. Static charge builds up in clouds when the particulates in them rub against other particulates. Once the charge reaches a voltage that the water molecules cannot withhold it, the energy is projected towards the path of least resistance in the form of electricity and sometimes plasma. The electricity jumps from water molecule to water molecule in the atmosphere until it runs out of charge, or reaches an object where it is diffused/absorbed. The same logic applies to the Static Rod module. Why does it deal so little damage if it’s lightning? Well, it’s balanced, and, it runs off of the energy generated by a small nuclear reactor on a spaceship, it’s not going to be that high of voltage (Yes it’s enough to kill a person, sticking your finger in an outlet is enough to kill you.)

Pulse Emitter, think of an NEMP, a nuclear electromagnetic pulse. A nuclear electromagnetic pulse is the abrupt pulse of electromagnetic radiation resulting from a nuclear explosion. The resulting rapidly changing electric fields and magnetic fields may couple with electrical/electronic systems to produce damaging current and voltage surges. This is the logic behind the damage encountered when pulsed, as far as why does it push things away? The pulse creates a magnetic field around the user, that expands and loses power the further it gets (hence “up to”), granted, again, it is being powered by a small nuclear reactor on a space ship, so it won’t be that powerful, which is why larger ships are pushed away slower than smaller ships.

Shield Recharger, what is there to say? It’s a shield booster for destroyers, that’s uhh, about it, it uses energy from the main capacitor and sends it into the shield capacitor.

REF1-SU Distorter, think, tactical nuke mixed with an emp. It creates an electromagnetic field of changing magnetic polarity with high voltage running through it. Look if a Gravitational Lens active combat module makes sense, how come this wouldn’t. I’m not a scientist, but I do have some knowledge over the topic at hand. Magnetic materials have magnetic fields that correspond with the orientation of said material. A Neutron Star is a celestial object of very small radius (typically 18 miles/30 km) and very high density, composed predominantly of closely packed neutrons. Neutron stars are thought to form by the gravitational collapse of the remnant of a massive star after a supernova explosion, provided that the star is insufficiently massive to produce a black hole. Say you throw a piece of a neutron star at something, it’s extremely dense (has a lot of mass in a small place, IE has a significant gravitational influence for its size) and a strong magnetic field, now say you were to somehow turn a teaspoon of a neutron star into something as viscous as water, which would be able to flow around. In a quick theory I generated, the polarity of the molecules would be in conflict with each other every instant they are in motion, which would change the effects of their magnetic influence, and you would have overlapping magnetic fields, which would tear things apart. When the molecules interact, they want to achieve the same polar direction, and would swing themselves to orient towards others, and thus encounter other fields, swinging them back, and it would create a field of magnetic destruction that would get exponentially more and more unstable, until the molecules destroy themselves (that’s how the field dissipates). The scenario described above would be similar to the logic of the REF1-SU Distorter module, tearing pieces of enemy ships apart as the magnetic fields changed. The shields of the ships would protect them, much like the Earth’s magnetic field protects it from magnetic radiation and other magnetic fields, the shield would take the brunt of it in the form of electromagnetic radiation (EM damage).

Now for the destroyers themselves. They have significantly higher values in shield capacity and hull strength, but also have reduced speed, as I previously presented the issue of destroyers going faster than the fastest of base speed frigates using afterburners. They also have more launch energy cost, and more energy regeneration, which should account for the increased after burn energy cost. The active module also helps balance the shield capacity on the Defender Class, by halving the shield capacity upon activation. The Defender Class’s Special module covers such a large area, and protects the hull from splash damage, so the Defender Class’s ability to use Static Shield missiles has been reduced. The fact that the Defender Class can only use a single missile object at a time (excluding Federation’s Armadillo, which has two) also accommodates for the increased shield volume. The hull volume has also been increased, as Suppressor Class destroyers can easily be destroyed in a matter of seconds if their shield is bypassed by an interceptor or fighter. The Defender Class is supposed to be a stronger variant of the destroyer, and thus should not be able to be destroyed as easily. To help balance the issue of hull strength in the Empire’s Athena, the turrets have been placed in a way that a player would be able to fly between the “Arms” of the ship (IE split bow) and use an AOE module or weapon such as the Plasma Ark or the Sting overdrive to take out all of the turrets and the shield router at the same time. To counter the ability of a player being able to kill the Defender Class destroyer quicker than a Suppressor Class, as their modules and routers are spread apart, the pilot would simply be able to use the Pulse Emitter module before the enemy gets close enough to destroy it. To counter the ability to use the Pulse Emitter to escape the effects of arcing weapons, the module has an increased cool down timer. Rotation speeds other speeds aside from forward and afterburning have also been reduced. As I said, all numerical values include balancing. Speed values excluding rotational values may need further decreasing, if the Armadillo is slowed, all other Defender Class destroyers will also have to be slowed in a reasonable manner. Speed, Afterburners, and Reverse speed value calculations are according to the equation used to calculate speed values in other ships, no ratios/equations between the relationships of other numbers were found. Heavy use of Microsoft paint, right-click, ctrl+x, ctrl+v, and f12 were used in the production of the included ship statistics images. Use of google images and ships within Star Conflict were used to inspire the included hand drawn images. No module images were created due to the limit of attachments available for this post.

 

  • PapyMcBites

Nothing much more simple,a BATTLESHIP class,got two words for you,MAJOR .CALIBERS.

Definetly one proper space battleship class should have one,no,it WONT deal true damage like the Dred ones do,just kinetic,low rate of fire but high accuarcy and high blast radius,dont forget about the slow projectile speed(slightly faster than a supernova Halo) and the turret slow turning speed,they should also have twin barrels and only two turrets that can fire…

The look of the battleship will be the mixed looks of the dread and the destroyer of the faction(Sybil and Nemesis for example),somewhat like a hybrid class,a smaller but controlable mini-dreadnought,using 2 torpedo launchers as missile slots or up to 4 attack drones both dealing thermal damage.

The modules can be passive(Plasma turrets or kinetic dmg missile launchers)or active : Multiphase adapter,warp drive(kind off a wormhole) and last but not least a aiming overcharge for even more crits.(remeber it will be extremly hard to hit inties,quite hard for the fighters and medium-hard for frigate if they know how 2 strafe properly,destroyers and battleships should be easy)yet,the blast radius will be just big enough to get past the static barrier,but the low  heating time and long cooldown will not allow you to hit THAT hard,but you still will.

Thats all that i could come up with for now,check ya l8rz skrubs!

_                                                                             -TF _

OPEN SPACE DESTROYERS

 

Main Idea: Players who cant play events or dont have enough time to wait in long PvP, PvE queues. Players who prefer Open Space mode.

 

NAME(s): one ship per faction. (I prefer Empire, so its name could be “Hadriel”)

FACTION: one ship per faction.

RANK: 12

ROLE: Scavenging / Cargo ship / Support (basically an “engineer destroyer”) (even “mining” role, if that can be possible in the future)

POSSIBLE APPEARANCE: Big bulky ships, with long wide bodies (Invincible is a good reference model)

 

Strengths:

  • Faster than existing destroyers (150+).

  • A lot of room in cargo bay (10+).

  • Support modules, passive / active, to assist friendly ships (player / AI)

  • Relative high hull / shield HP (depending on faction)

  • Special Module could be calling drones to send cargo to base for friends and itself (with loooong reload of course, 20+)

  • Drones around the ship with different purposes (like in engineer class frigates)

  • Add-on modules: radars or jammers, stealth generators (including friends flying with the destroyer player), weapon systems, “scavenger magnets” (e.g: if a Container or Mineral is 1000m - 1500m nearby it can be attracted to the ship), shields and any other stuff useful to attack the big alien ships…

  • Turning and rotation speed could be faster than other destroyers, since they are gonna be flying in debris and asteroids.

  • The idea is a very specific kind of ships to explore space, with high chances or survival in that mode.

 

Weaknesses (balancing):

  • As they are faster than existing destroyers, they are weaker at taking damage.

  • Weapon systems can be powerful, but their range could be shorter thus matching the low distances enemy AI ships start firing

  • Support modules (active) need a long time to reload, combat modules are either effective with long reload, or meh with short reload time.

  • Acceleration and deceleration are slow, energy recharge rates are slow.

  • May have a penalty of synergy gaining when killing enemies so they dont get tons of synergy to convert.

  • Its support abilities (boosts and repairs, etc.) influence the ship itself, and other friendly ships only if they are flying together as a group, and this makes the destroyer a primary target for AI enemies.

  • PvP and PvE might be too hard for a destroyer who its basically a “capital ship” (*cough**scavenger**cough*cough*) in Open Space…

  • Despite their cargo bay being very large (10+ - 15), after slot 6 is filled, acceleration and top speed might be reduced exponentially.

 

I tried to keep this as short as possible, so *YOU* reading this dont get bored… you are welcome!, I know I wont get anything in this contest, but support the idea if you like it! Open Space has a lot of possible uses!

ING (sorry my bad ing I speak Spanish)

Contest entry Destroyer:

 

Name: Destroyer RIKAR

Strategic class (Tactical Sniper)

Range: 14 to 15

Faction: Jericho

 

Description: It has a long, elegant hull, alien material taken and made reverse engineering "that give a higher range than the INQUISITOR AE additionally thermal protection for the hull contains a Jericho reactor with a green trail thanks to many alien components. found in the other world.

His main weapon a gun long range capable of hitting direct blows with armor penetration to the hull as real damage breaking shields by a percentage of the maximum shield objective, as a defense for medium-range missile cruise guided by radar, and defense against enemy fighters automatic cannon black hole these particles slightly slow down the enemy.

 

YOUR WEAKNESS

Because of its great firepower to reaching its weakness is that it has little or no speed, and rotates very slowly figure also its main gun to a certain angle.

Vulnerable to fighters who achieve through their defense: attacks stun RIKAR by 1.5 seconds, canceling any hability (module), this cant happen more than once per 10 seconds. It has little defense against kinetic damage.

 

ABILITIES

(F) cannon sniper. It is great recharge weapon damage every 4.5 seconds. If you target is an enemy destroyer, the damage inflicted is greater. (TIP the damage it does is related to a percentage of the maximum shields or hulls of the target)

(1) activates its automatic radar. After setting to automatically point to the nearest target, but only aims, shooting its done manually by right clicking and after being activated more energy will be consumed, activating its defensive short range turret with 1000 meters range. This skill will remain active until pressed again to turn it off.

(2) missile launcher. Shoots guided missiles approaching enemies within 7000 meters

(3) neutron shield. The ship is coated in a shield that protects it over a period of time. In passive mode, it regenerates hulls or shields if their levels are critical.

(4) jump replacement. This allows you to jump to 7,000 meters to reposition and fires his sniper gun

 

 

YOUR ROLE

Strategically placed to target the most dangerous targets for its frigates and fighters they are protected and to create opportunities for the team since the RIKAR will be far away, leaving one less in the battle, a 4vs3 in a team battle.

 

 

HOW TO BUILD

It NEEDED IN TOTAL

1 alien plane stolen from another world (it gets exploring the other world, but be careful not get caught stealing)

150 Graphite plates

20 sheets Neodio

2 structures advanced destructor

Iridium 400

50 Single Crystal

COST 15000000

 

passive module slots;

Motor: 1

Condenser: 3

Shield: 2

Casco: 1

CPU: 2

 

synergy bonuses:

1: the likelihood of increased critical 10%.

2: Energy regeneration rate was increased by 30%.

3: Maximum speed increased by 15%.

4: resistance to EM shield damage increased by 30pts.

8: Module active force increased by 20%.

 

Hull tab;

the volume of the hull: 90355

Resistance;

Kinetics: 12pts

MS: 50pts

Like: 15pts

 

Sheet shield;

shield volume: 60260

Feedback: 525pts / s

Resistance;

Kinetics: 60pts

MS: 30pts

Speed: 130 m / s

AB speed: 165m / s

Energy use: 224pts / s

Turn speed: 22deg / s

Reverse: 60 m / s

Strafe: 10 m / s

Acceleration: 18 m / s / s

 

deployable objects: 2

Energy cost: 450pts

Recharge: 3s

 

concursopng.png

 

 

e56b54b2f432a4c1bda4443f5f87bfbc_d3bkz5j

 

ESPAÑOL

Entrada de la competencia del destructor:

 

Nombre: Destructor RIKAR

Clase Estratégico (Táctico francotirador)

Rango: 14 - 15

Facción: Jericho

 

Descripción: tiene un largo y elegante casco, de material alienígena tomado y fabricado con ingeniería inversa" que dan un alcance superior que el INQUISITOR AE, adicionalmente de protección térmica para el casco. contiene un reactor Jericho con una estela verde gracias a muchos componentes alienígena encontrados en el otro mundo.

Su arma principal un cañón de largo alcance capaz de acertar golpes directos con una penetración de armadura al casco como daño verdadero rompiendo escudos por un porcentaje del máximo del escudo del objetivo, como defensa para alcance medio lanzamisiles de crucero guiados por radar, y para defensa contra cazas enemigos un cañón automático de partículas de agujero negro estas reducen ligeramente la velocidad del enemigo.

 

SU DEBILIDAD

Debido a su gran poder de fuego a largo alcance su debilidad es que tiene poca o casi nada de velocidad, y gira muy lentamente también su cañón principal gura hasta cierto ángulo.

Vulnerable ante cazas que logren atravesar su defensa los aturdimientos cortan 1.5 segundos sus habilites máximo 1 ves cada 10 segundos es decir silencian al RIKAR.  Tiene poca defensa contra el daño cinético.

 

HABILIDADES

(F) cañón francotirador. Es arma de gran daño recarga cada 4.5 segundos si apunta a un destructor enemigo el daño infringido es superior. (SUGERENCIA el daño que hace es de acuerdo a un porcentaje del máximo de escudos o cascos del objetivo)

(1) activa su radar automático. Tras activarlo apuntara automáticamente a el objetivo más cercano, pero solo apunta, el disparo se lo hace manualmente con el clic derecho y tras quedar activado consumirá más energía, pero se activará su torreta defensiva de corto alcance a un radio de 1000 metros esta habilidad queda activada hasta que vuelva a presionarla para desactivarla.

(2) lanza misiles. Dispara misiles guiados a enemigos que se acercan en un radio de 7000 metros

(3) escudo de neutrones. Se reviste en un escudo que lo protege durante un periodo de tiempo, como pasiva se regenera ya sea casco o escudos si sus escudos o casco se encuentran a nivel crítico

(4) salto de reposición.  Este le permite saltar hasta 7000 metros para reposicionarse y dispara su cañón francotirador

 

SU ROL

Ubicarse estratégicamente y apuntar a los objetivos más peligrosos para que su fragatas y cazas sean protegidos y poder crear oportunidades para el equipo ya que el RIKAR estará muy lejos, dejando a uno menos en la batalla un 4 vs 3 en una pelea por equipos

 

COMO CONSTRUIRLO

SE NECESITA EN TOTAL

1 plano alienígena robado del otro mundo (se lo consigue explorando el otro mundo, pero con cuidado no te pillen robando)

150 placas de grafito

20 láminas de neodio

2 estructuras de destructor avanzadas

400 de iridio

50 Monocristal

COSTE 15000000

 

ranuras de módulo pasivo;

Motor: 1

Condensador: 3

Escudo: 2

Casco: 1

CPU: 2

 

bonificaciones de sinergia:

1: la probabilidad de crítico aumentado en un 10%.

2: Energía velocidad de regeneración se incrementó en un 30%.

3: Velocidad máxima aumentó en un 15%.

4: resistencia a los daños escudo EM aumentado en 30pts.

8: Módulo fuerza activa aumentó en un 20%.

 

Ficha del casco;

el volumen del casco: 90355

Resistencia;

Cinética: 12pts

EM: 50pts

Térmica: 15pts

 

Ficha escudo;

volumen escudo: 60260

Regeneración: 525pts / s

Resistencia;

Cinética: 60pts

EM: 30pts

Velocidad: 130 m / s

AB velocidad: 165m / s

El uso de energía: 224pts / s

Girar velocidad: 22deg / s

Reverso: 60 m / s

Strafe: 10 m / s

Aceleración: 18 m / s / s

 

objetos desplegables: 2

el coste de energía: 450pts

Recarga: 3s

 

 

bueno un poco más claro aunque no esta perfecto :v

 

mi_nave4.jpg

mi_navej.jpg

 

mi_navey.jpg

 

mi_navet.jpg

Username: ZhangT050

 

 

Name: Hull number DD-5189, “Steadfast”

Class: Destroyer, Cutter-class

Faction: Empire

Rank: 14

 

Intended purpose: Missile armament, alpha damage

Length: ~120m

 

Simple silhouette for reference:

SgOwAEq.png

 

 

 

Description:

The cutter subtype of the destroyers brings the concept closer to its roots. Armed with heavy-hitting unguided missile batteries and larger but fewer main guns, cutters are designed for rapid heavy alpha strikes in hostile territory, while simultaneously covering allies from enemy fire. Depending on merc customisation, a Steadfast hull can be either a close-range run-and-gun striker, or a formidable long-range arsenal of heavy weaponry.

 

Construction cost:

4 x Engine Package

3 x Reactor Package

2 x Deflector Package

4 x Exterior Structures

4 x Computing systems

 

2 x Rank 14 destroyer structure

9,200,000 credits

 

 

Stats:

Main gun slots: 4

Survivability: 81,430 pt

Shields: 12,245 pt

Hull: 69,145 pt

Energy: 4000 pt

Speed: 172m/s

Turning: 12 deg/s

 

At Level 2, max speed is increased by 10%.

 

At Level 4, hull, main weapon and battery durability is increased by 20%.

 

At Level 8, battery reload speed is reduced by 10%. Turn and strafe speeds are increased by 20%.

 

 

 

Main guns

 

Contrary to the “more smaller guns” approach of Suppressor-class destroyers, Cutter-class destroyers house their main armament in 4 turrets located centreline aboard the ship. See above silhouette for reference.

 

1. Flak Rifle

 

DPS (Kinetic): 5,120

Damage (Kinetic): 1,280

Rate of fire: 240 rounds per min

Critical chance: 50%

Critical damage bonus: 10%

Explosion radius: 250 m

Projectile speed: 2950 m/s

Range of fire (max): 6,150 m

Spread: 2 deg

Full overheating/cooling: 14.3 / 6.2 s

Turret durability: 10,224 pt

 

Dual-barrelled high-angle turret firing proximity-fused projectiles. Optimum for medium range fire against all targets.

 

2. Particle Lance

 

DPS (EM): 2,771

Damage (EM, from-to): 11,084/ 33,250

Rate of fire: 15 rounds per min

Critical chance: 3% 

Critical damage bonus: 20%

Projectile speed: Instant

Range of fire (max): 10,850 m

Spread (from-to): 3 - 0.2 deg

Full overheating/cooling: 12 / 10s

Turret durability: 4,643 pt

 

High-energy experimental energy weapon. Designed for long range cover sniping against slow or stationary targets. Will only fire if weapon has been charged for minimum of 4s. Further 1s delay as weapon fires. Long recharge time between fully charged shots. Projectile accuracy and damage scales in accordance to time charged. 

 

3. Rocket Launcher

 

DPS (Thermal): 8,130

Damage (Thermal): 5,420

Rate of fire: 90 rounds per min

Critical chance: 25%

Critical damage bonus: 5%

Explosion radius: 120 m

Projectile speed: 975 m/s

Range of fire (max): 11,200 m

Spread: 3.2 deg

Full overheating/cooling: 6.2 / 8 s

Turret durability: 6,522 pt

 

Unguided missile launcher similar to those found on defensive outposts. Does not have a proximity fuse. Highly inaccurate; designed for saturation fire against large targets and clustered formations. Explodes when destroyed, dealing 15,335 thermal damage to ships in a 350 m radius including the cutter.

 

Missile Batteries

 

Instead of regular missiles, Cutter-class destroyers are armed with missile batteries, turrets that fire volleys of unguided missiles. Cutters have two missile battery slots mounted centreline. Switching between missile batteries is done by pressing “F”. Right-clicking fires the selected battery.

 

1. Flechette Launcher

 

Total damage (Kinetic): 32,520

Blast (Kinetic): 542

Explosion radius: 50 m

Flight range: 2,570 m

Flight speed: 970 m/s

Reload time: 90 s

 

 

Launches a volley of 60 unguided missiles in a 30 degree cone. Short range weapon used in shotgun attacks and area saturation.

 

2. “Maelstrom” Launcher

 

Total damage (EM): 19,600

Blast (EM): 2,450

Explosion radius: 250 m

Flight range: 5,642 m

Flight speed: 1,980 m/s

Reload time: 72 s

 

Launches a volley of 8 unguided missiles. Medium range weapon used in gun duels against enemy destroyers.

 

 

3. REX Torpedo

 

Blast (Thermal): 31,356

Explosion radius: 500 m

Flight range: 24,580 m

Flight speed: 240 m/s

Reload time: 60 s

 

Launches a single massive unguided warhead. Proximity detonation range of 100m. Long range weapon used against large targets such as outposts and capital ships.

 

 

 

Modules

 

Cutter-class destroyers have two regular module slots on top and bottom of the ship, but can only equip automated turrets and the wormhole projector. They do, however, have access to an unique turret type:

 

1. “Guardsman” turret

 

DPS (Kinetic): 868

Damage (Kinetic): 124

Rate of fire: 420 rounds per min

Projectile speed: 9,900 m/s

Range of fire (max): 1,850 m

Spread: 0.3 deg

Energy consumption: 640 en/sec

Active time: 4 s

Recharge time: 72 s

Turret durability: 3,112 pt

 

When in active, this turret engages any incoming missiles within a 1,850 m range every 1.7 seconds. 

 

Slots for hull, shields etc. are limited to 8. Cutters are not able to equip the “Missile Cartridge” hull.

Username: Robonobi


TAISHAN

Rank 14 Federation Destroyer


dessiefull_by_robonobi-da21ijp.jpg

dessielineonly_by_robonobi-da21hxk.jpg


Illustrated by myself using Manga Studio 5.

See my design from my Deviantart page here: http://robonobi.deviantart.com/art/DessieFull-608091685

(Unfortunately I do not have enough time to finish drawing the bottom view, which would have shown a side by side active module layout)


About the Design:

My design is based on the ‘classic’ aesthetics of older Federation ships such as the Anaconda which look more boxy and industrial. This is done to deliberately contrast from existing destroyers which to me deviates a bit too far from the style of other other Federation ships that they look as though are from a separate faction.

 

Lore:

The Taishan is an improvement of an older line of destroyers from the early days of the Federation. The recent increase in Alien attacks has prompted the need for a type of destroyer that can directly compete against those of the empire: one that can excel in full scale confrontations without sacrificing the speed and agility that are characteristic of Federation vessels. Destroyers based on civilian designs such as the Antares proved to be less than reliable in direct combat due to obvious weaknesses such as their oversized and exposed glass canopies, which resulted in the loss of many valuable Federation officers from well placed weapons fire by even interceptors.

 

In response to the desperate need of a destroyer class vessel built from the ground up for military use, top Armada engineers created the Taishan, named after a sacred mountain in Taoist mythology. Among the most striking feature of this ship is its bow, which served as a mounting point for a weapon of gratuitous destruction!

 

Stats:

Base stats will be almost identical to the other rank 14 Federation Destroyer. There will be 5% bonuses to weapons and shield and a 10% bonus to speed to make up for the lack of an energy router. Primary weapons and active modules will also be the same.

 

Special ‘F key’ Modules:

During manufacture you will be given a choice of one of three said weapons of gratuitous destruction. While these weapons are incredibly powerful they will drain all of your energy with each use without special upgrade, so they must be used wisely (you do not need to have full energy to use them). They are as follows:

 

’Kusanagi’ Plasma drill:

A ramming weapon that creates a devastating plasma vortex in front of the ship. Active for 3 seconds, when active:

* deals 32000 points of EM damage per second to enemies within 300 meters directly in front of the ship

* boosts ship speed to a fixed 300 meters per second whilst reducing turning speed by 90%

* shield strength doubles when module is active

* can be canceled by pushing ‘F’ again

* 90 seconds to reload

 

’Raijin’ Plasma Wave Cannon

Charges for 3 second and then sends out a slow moving shockwave that deals area damage. Most effective against groups of weak enemies at short to medium range.

* deals 32000 points of EM damage to enemies within 1000 meters in front. Has a high damage falloff of a further 1/2 for every kilometer.

* maximum range is 7000 meters but due to said damage falloff damage at that range will be only 500 points

* deals damage in a ‘cone’ area, so the longer the range the greater the area

* ship cannot move or turn during the 3 seconds charge

* 90 seconds to reload

 

’Tametomo’ Ion Cannon

Long ranged precision cannon that charges for 2 seconds and then shoots out a very fast energy projectile that deals 28000 points of EM damage against a single target. Most useful against large and slow moving targets.

* maximum range of 9000 meters. No damage falloff

* you may not move during the 3 seconds charge, but you may turn to readjust your aim

* 60 seconds to reload

 

Synergy Upgrades

Level 2: 20% bonus to top speed

Level 4: 10% bonus primary weapons damage or 15% special module bonus damage or 20% bonus shield resistance to all damage

Level 8: 15% reduction to active module cooldown time or 25% off active module energy use or 50% off special module energy drain


Thanks for reading my entry!

T5 Destroyer “Halberd”

Empire light destroyer. 200 m/s top speed, 200k survivability (150k shield)

6 weapons, all “light”, comes with the railgun.

2,500,000 cr

Made to defend the rest of a fleet, fires unguided missile batteries (press B to enter firing mode) from either the front (No cartridges, 5 sec wait time) or turrets that replace railguns on the top and bottom of the ship.

These turrets require casings that take 15 seconds to load every 20 missiles, but can fire those 20 with no wait times. As you can imagine with two turrets it fires two missiles every shot, unless a missile would hit the ship. It still takes 15 seconds to reload both.

You can manually reload by pressing a “reload” key, which jettisons missiles in the cartridge and refills the turrets.

The railguns are rapid fire but weak, firing at about 240 rpm but doing 500 dmg a piece. 

The modules are mounted inside a service bay, so they cannot be damaged, after previous destroyers would keel over with a well placed missile.

The destroyer can also launch repair drones to fix any ship in a 500 m radius or landed on the destroyer.

In Open Space, it uses only 10% of fuel to jump and has 12 cargo spaces. Also if the refabrication kit is intact when it is destroyed the destroyer can rebuild itself around an escape pod.

 

Looks like a bigger Cerberus with massive turrets and a “grin” in the front firing unguided missiles on RMB. As said before you have to press B to fire the turrets. Railguns can fold inside in Open Space for epicness.

Idea is easy, everything is hidden in great ball shaped hull with retractable parts and everything shows up only if needed and can travel inside under hull to best location of ship to move/shoot in any direction, picture shows rest. a5hohl.jpg

Username: STARving4M3AT

 

Taking some interesting ideas in the previous posts I present to you the ‘ Ability Class ’ destroyer…

 

<<< Leviathan >>>

Federation Rank 14 Destroyer (trivia: was going to call it Sirius , but I bet the final class federation destroyer will be called that, due to the previous two named after stars)

 

destroyer_leviathan_final_by_pieindisgui

 

PLEASE click on link to show Larger Pic (it’s worth it!): http://orig05.deviantart.net/657b/f/2016/132/f/f/destroyer_leviathan_final_by_pieindisguise-da263qb.jpg

 

destroyer_leviathan_design_sheet_by_piei

 

PLEASE click on link to show Larger Pic (it’s worth it!): http://orig03.deviantart.net/298a/f/2016/132/6/a/destroyer_leviathan_design_sheet_by_pieindisguise-da2655j.jpg

 

ramming_leviathan_by_pieindisguise-da265

 

Ramming Leviathan XD

 

All artworks have been produced by me using Manga studio 5

Here’s a link to the Deviant Art if anyone’s interested in rough concepts/development: http://pieindisguise.deviantart.com/gallery/58811170/Sci-Fi

 

Inspirations

The appearance of my destroyer are a combination of all the old designs of the federations interceptors, fighters and frigates, as well as marine creatures.

 

The Stats will be identical to the rank 14 federation destroyer

 

Background

Leviathan was developed largely due to recruit complaints of the structural designs of previous lines of Destroyers. Sickness due to piloting the ship upside down (Procyon), and having more disco parties on the bridge than focusing on war efforts (Antares), both resulting in unnecessary losses, tarnishing the good name of the Alliance of Free Worlds, and making them the laughing stock for the other two factions.

 

Based on the appearance of the lord of the deep sea, destroyer Leviathan will be the epitome of what the Federation ships are all about, combining the abilities & designs of the covert ops, tacklers and engineers, allowing it to dominate the battlefield in style!

 

Special ‘ F Key ’ Module is changed to ‘ Abilities Shift

 

Abilities Shift are: ‘ Gungnir ’ Spear > ‘ Octo ’ Shield > ‘ Delta ’ Drones, in that order.

 

Gungnir ’ Spear

> Increases destroyer speed by 50%

> Produces a plasma spear while moving

> Deals 7500 EM DPS to enemies within 200 m in front of ship at starting speed, 36000 EM DPS to enemies within 500 m in front of ship at Maximum speed

> Increases Shield strength against all damage by 20 points

 

Octo ’ Shield

> Becomes invisible (works like chameleon module) while destroyer has more than half shield

> Drains 75 points of shield per second

> Disabled when half shield gone

> Incoming damage does not cancel effect, but will reveal ship once damaged to half shield; the use of modules also cancels the effect

 

Delta ’ Drones

> Instantly deploys 4 drones each having 3200 durability points, dealing 720 thermal DPS in 2400 m range

> Each drones will stop attacking and heal 100 shield points per second when destroyer has less than half shield (maximum 400 points)

> Each drones will increase attack of destroyers primary weapons by 5% when full shield (maximum 20%)

> When shifting to next ability, drones will turn into warp gate with 6000 durability points, sending destroyer 6000 m forward, will self-destruct after one use (warp gate recharge time: 120 secs, otherwise drones will only self-destruct in ability change).

> While passing though warp gate in ‘ Gungnir ’ mode, will instant kill ANY ships in its path

> Warp gate will only activate when all 4 drones are present (destroyed drone respawn time: 25 secs, will remain the same amount of drone(s) as last ability shift)

 

The build upgrade when manufacturing will be:

Increase effects ‘ Gungnir ’ ability by 10% or reduce ‘ Octo ’ shield drain by 25 points or increase ‘ Delta ’ drone range by 50%

 

Synergy upgrades are:

Level 2: Increase afterburner speed by 50%

Level 4: afterburner energy reduced by 25% or shield resistance to all damage by 15 points , increase energy regeneration speed by 20%

Level 8: power of support class module increased by 15% or cooldown time of support class module decreased by 20% or energy drain of support class module decreased by 30%

 

Hope you all enjoyed looking through my entry d[^_^]

SHIP CLASSIFICATION

 

Ship type: Destroyer (Heavy)

Ship role: Tactical Class

 

GENERAL DESCRIPTION

 

The Tactical destroyer class is meant to provide a suitable ship for managing different operations effectively in open space and in other game modes with both solo and team play style. Besides the already existing destroyer modules, this class uses a wide range of specialized offensive and defensive modules.  

 

VISUALS ** & DESIGN**

Improved Engine System:
Ship design includes thrusters pointing towards the front and are used for breaking and reverse movement. As a „side” effect, the destroyer has slowing and reverse speed higher than for previous destroyer models.
(Note: Design supports the Interstellar Drive Generator modifier concept (presented below) as well.)

 

PASSIVE MODULES

Name: PLASMA INSULATION
Type: Hull modifier
Group: Multipurpose modules
Ship type: Destroyer (All Classes)

Prevents Plasma Arc and ’Sting’ modules cut through the hull and damaging multiple modules at the same time. Only modules on the same side (top, bottom, broadsides, or the back with the engine) of the destroyer can be damaged at a time. Plasma insulation also increases hull resistance to EM damage.

Name: SECTOR SCANNER
Type: CPU modifier (for all game modes)
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 2000 en.

Range: 7000 meters (Inactive mode), „Unlimited” (Active mode)

Active time: Unlimited until deactivation
Recharge: 90 seconds from deactivation

Improved scanner based on previous models. Upon activation it emits a powerful EM signal that allows the scanner to detect every object (exceptions are mysterious containers and ships that use any kind of cloaking systems) in an entire sector (in all game modes). Uses 2000 units of energy once for each activation. When the scanner is active every object visible (only objects that a player can interact with) gets their outlines displayed (similarly to the already existing ship outline display on HUD). Due to its powerful EM radiation an active Sector Scanner makes the ship that uses it visible to everyone else in the sector as well. Scanner activation temporarily overcharges and disables every lock on systems (radars and targeting systems) in the sector for 1 second. Its use is not considered as an „act of aggression” (at least not by the game and NPCs:) so the user does not become aggressor or criminal for activating it. The module requires 90 seconds of cool-down to get back online after deactivation. ECM can distract the operation of the scanner. Keybinding is required. In inactive mode the Sector Scanner provides a 7000 meter sensor range.
Possible visual effect: One second interference on the HUD of affected enemy players.

Name: INTERSTELLAR-DRIVE GENERATOR
Type: Engine modifier (for Open Space mode)
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Delay: 10 seconds
Energy consumption: 1500 en.
Fuel consumption: 50 fuel units
Recharge: 120 seconds

High performance generator that overcharges regular propulsion systems and allows Tactical Class destroyers jump into any sector (to a random coordinate of a map) within 3 jumping distance without using gates. Fuel usage is higher than for normal jumps through gates. Each jump costs 50 units of fuel. Fuel is used from cargo bay if there is not enough in the fuel tank. Jump is not possible without having at least a total of 55 (50+5) fuel units. Upon activation the ship loses its shield for the 10 second jumping preparation period. Jump activation is performed through a function in the Galaxy Map. By clicking at a location with right-mouse-button a menu becomes available to select for jumping if that location meets the 3 jumping distance rule. ECM interceptor can block the use of the Interstellar-Drive Generator with its M.E.F. Generator or Stasis Generator.
(Note: In addition to faster traveling, Interstellar-Drive Generator together with ’Leech’ tracking device (described below) is meant to support open space fights between individuals and/or squads executed throughout certain tactically coordinated movements. Therefore, when a Tactical Class destroyer uses a ’Leech’ module on a player, jumping should work similarly to the jumping of group/squad members and the system should place the two players (tracker and tracked) into the same instance. If the tracker ship is in a group, these players are placed in the same instance as long as they are allowed to jump into that sector through jump gates or by the use of their own Interstellar-Drive Generators.)

 

ACTIVE MODULES

Name: SHIELD PROJECTOR BEAM
Type: Active modules
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 1000 en. for activation and an additional 200 en. per second as long as it is in use
Active time: max. 10 seconds
Range: 1000-5000 meters
Recharge: 30 seconds
Strength: max. 40 000 pts.
Shield radius: 100 meters or no more than the normal shield the targeted ship (object) has
Resistance type: all 3 (Thermal, EM, kinetic)
Damage on destruction: 6000 pts.

Powerful energy beam that creates a shield, capable of withstand 40 000 points of damage of any kind, around any metallic object (ships, drones, friendly and enemy objects, beacons) it hits.
Upon using this weapon on an enemy ship (or object like drones, missile launchers, etc.) the shield prevents any projectiles (missiles, main weapons, active module guns, etc.) shot by the enemy to pass through it and even induce self damage (if e.g. Tempest launcher, Photon emitter, Halo launcher, etc. is used). The weapon requires a clear line of sight and the player to keep the aim on the enemy.
Upon using it on a friendly ship (or object like drones, missile launchers, etc.) the shield provides an additional 40 000 pts of resistance to any damage type while it does not block projectiles of friendly players. Clear line of sight and aiming constantly is required.
Module can not be used on own ship. Required minimum distance from the targeted object is 1000 meters. Shield Projector Beam is capable of protecting dreadnought modules (objects) as well against any weapons of enemy players but not against enemy dreadnought weapons. Shield projection can be disturbed by flying into the beam by players or NPCs. Shield should have a distinctive visual effect and players should be notified when being under its effect.

Name: ’HOLE PUNCH’
Type: Active modules
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 900 en.
Active time: max. 5 seconds
Range: 7000 meters
Recharge: 30 seconds
Radius: 25 meters
Damage on destruction: 5000 pts.

Laser weapon capable to pierce through and create a hole 50 meters in diameter on any shields (except M.E.F. Generator) on its path and give an opportunity to other weapon systems (and other players as well) to bypass shields and damage the hull of enemy ships directly. Friend detection is active. The ’Hole Punch’ module does not deal damage.
Two ways to aim with it: by locking onto the enemy or by free aiming. If the player is locking onto an enemy ship and activates this weapon, the module should be pointing to the direction of the enemy as long as it is in sight or in sensor range. If the player is not locking onto any ship and activates the module, it should work exactly like the Pyro Emitter and should be pointing to the direction where the player was aiming at the moment of activation. Weapon keeps pointing towards its initial end point (max. 7000 meters or any distance where the weapon hits an object at activation) even if the ship is moving.
Distraction of its effect is possible by objects getting into the way of the weapon. Module can counter any type of shields used by players including Shield Projector Beam or Diffusion shield (except the ECM M.E.F. Generator)

 

Name: ‘PLASMA HOOP’

Type: Active modules

Group: Multipurpose modules

Ship type: Destroyer (All Classes)

Energy consumption: 1100 en.

Active time: max. 5 seconds

Damage: 3000 pts./sec. (EM dmg.)

Recharge: 25 seconds

Radius: aprox. 300 meters (or the same radius normal destroyer shield has)

Damage on destruction: 6000 pts.

 

Generates a super compressed plasma ring that spins around the destroyer with a very high speed and pushes ships out of the destroyer’s normal shield sphere while dealing EM damage to them as well. Friend or Foe system is inactive, friendly ships are also damaged and pushed away.

 

Name: ’ FIRE BLOB’ LAUNCHER

Type: Active module

Group: Tactical modules

Ship type: Destroyer (All Classes)

Energy consumption: 1000 en.

Range: 6000 meters

Projectile speed: 1200 m/sec.

Damage: 3500 pts./projectile (Thermal dmg.)

Recharge: 10 seconds

Delay: 1/3 second delay between the 3 projectiles of the same activation

Damage on destruction: 6000 pts.

 

Launcher fires 3 super heated gas spheres in a rapid series. Each individual sphere travels 1200 meters per second and deals 3500 pts. of thermal damage. Additional effect: Projectiles reduce the time for enemy weapon systems to overheat by 10% for 5 seconds. It takes 1 second for the launcher to fire all 3 projectiles (distance between them is 400 m). The ’Fire Blob’ Launcher has the same mechanics as ’Tempest’ Launcher has. After activation the three projectiles continue flying 6000 meters and similarly to the spheres of the Singularity Cannon these are also able to pass through ships and other objects. Projectiles can not be taken down by Missile Shield or other anti-missile systems.

 

Name: ’ ICE BLOB’ LAUNCHER

Type: Active module

Group: Tactical modules

Ship type: Destroyer (All Classes)

Energy consumption: 1000 en.

Range: 6000 meters

Projectile speed: 1200 m/sec.

Damage: 3500 pts./projectile (EM dmg.)

Recharge: 10 seconds

Delay: 1/3 second delay between the 3 projectiles of the same activation

Damage on destruction: 6000 pts.

 

Launcher fires 3 unstable charged EM spheres in a rapid series. Each individual sphere travels 1200 meters per second and deals 3500 pts. of EM damage. Additional effect: Projectiles increase the energy used by enemy modules and weapon systems by 10% for 5 seconds. It takes 1 second for the launcher to fire all 3 projectiles (distance between them is 400 m). The ’Ice Blob’ Launcher has the same mechanics as ’Tempest’ Launcher has. After activation the three projectiles continue flying 6000 meters and similarly to the spheres of the Singularity Cannon these are also able to pass through ships and other objects. Projectiles can not be taken down by Missile Shield or other anti-missile systems.

 

Name: ‘CYCLOPS** ’ LASER**

Type: Active module

Group: Tactical modules

Ship type: Destroyer (All Classes)

Energy consumption: 2000 en.

Range: 5500 meters

Damage: 5000 pts. EM dmg. during target searching phase, 25000 EM dmg when focused  

Delay: 5 seconds preparation phase until the weapon able to focus on the target

Recharge: 60 seconds

Damage on destruction: 6000 pts.

 

Powerful EM laser based on alien destroyer technology. Upon activation a single laser beam starts searching and closing onto its focus point, the aim marker. Visually it is similarly to the lasers that the alien destroyer use in Spec Ops PvE. The beam randomly scans within a cone shaped area that has a circular base with a 750 meters radius while the aim marker is in the origo of the base plain. The player has to aim manually (lock on system support is not available) for 5 seconds until the laser beam reaches its focus point. During the 5 second target searching time the weapon may deal 5000 pts. EM damage to any ship that gets into the path of the laser beam. After reaching focus point, the weapon deals 25000 pts. EM damage once and then returns to cool-down phase. Friend or Foe system is inactive, friendly ships are vulnerable to the ’Cyclops’ Laser.  

 

Name: ’QUANTUM QUAKE’

Type: Active module

Group: Tactical modules

Ship type: Destroyer (Tactical Class)

Energy consumption: 3000 en.

Range: 12000 meters

Damage:  max. 40000 (8000 x 5) dmg (EM damage)

Delay: 5 seconds preparation time until the weapon fires 5 rapid charges

Projectile speed: 10000 m/s.

Recharge: 60 seconds

Damage on destruction: 6000 pts.

 

An EM weapon that is capable of breaking bonds between the quantum particles of any material in its path. After activation a laser lead marker helps the weapon point towards its initial end point for 5 seconds then it fires 5 fast charges. The visual effect is very similar to the one that is used for dreadnought main calibers but in smaller scales. The ’Quantum Quake’ is also capable of damaging the three primary dreadnought modules.

 

MISSILE SLOT MODULES

Name: SPACE DISTORTION DETECTOR
Type: Missile modules
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 500 en.
Recharge: 60 seconds
Flight range: 6000 meters
Flight speed: 1200 m/s
Active time: 20 seconds
Effect radius: 1500 meters

Launches a small ball of charged particles that creates a sphere 3000 meters in diameter and makes ships using any type of cloaking systems (including ’Spectre’ Field) visually detectable to everyone. Cloaked ships create a distortion in the field and they become „visible”. Detection is merely visual and very obscure which means that a ship itself is not visible but only the distortion effect (e.g. a refraction or an electric charge effect) it creates within the charged particle field. For locking or any weapon systems cloaked ships are still undetectable. The identities of enemy ships under effect remain unknown and no information of them is provided (information of friendly ships in the field is displayed). It is lacking Friend-or-Foe (FoF) system, cloaked friendly ships may get under its effect and can be seen by enemies. Its mechanics is similar to the one Wormhole Projectors use. First activation launches the projectile and it flies 6000 meters unless a second activation makes it explode. System Hack module has no effect on it. Notification of being under the effect of this module is displayed on the HUD. Intercepted (if it hits any object before planned activation) ball of charged particles will still fulfill its purpose.
Possible visual effects: A distinctive projectile when launched, glittering particles visible only during explosion, a small and faint pulsing light remains visible at the center of the field but nothing else that could indicate the area of its effect. Cloaked ships in the zone create electric discharge effect and only this electric charge can be seen. Enemy ships may be identified by the size of an electric charge and by speed of the ship through the field.

Name: MINE-LAYER ** ’DOME’ **
Type: Missile modules
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Damage: 10 000 dmg (Thermal)
Recharge: 15 seconds
Charges in cartridge: 2
Cartridge reloading time: 120 seconds
Active time: 150 seconds
Deployment radius: Sphere with a radius of 1500 meters
Explosion radius: 100 meters

Creates a thin layer of mines 3000 meters in diameter that deals 10 000 thermal damage to any enemy passing through it. Within this sphere of mines, however, there is no damage dealt. Due to being so extensive, System Hack module is not effective against the Mine-layer ’Dome’. Once an enemy ship passes through this layer, an explosion 100 meters in radius clears out the area creating a visible hole on the ’Dome’. Friend or Foe system is active.

 

CARGO BAY MODULES

(Note: Cargo Bay  modules require a new option to be provided among already existing ones in the Store and ship equipment. Several modules of this type should be allowed to be equipped at the same time)

Name: ’LEECH’ TRACKING SYSTEM
Type: Cargo Bay module (for Open Space mode)
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 1000 en.
Active time: max. 300 seconds (docking and/or destruction of tracker and/or tracked cancels effect)
Recharge: One time use for each un-docking. Recharging in hangar for credit.
Used cargo space: 1 slot

High range interstellar tracking device use for following the movements of a single ship in open space mode through the whole Galaxy. The position of the tracked ship is indicated on the Galaxy Map. Deployment requires the locking on a target. The ’Leech’ module can be used on any target that is available for locking (including drones, structures, NPCs, etc.) so its use requires caution. The device is undetectable, notification about being tracked is not available and there is no way to repel it. Maximum operation time is 300 seconds. The docking or the destruction of either the target or tracker ship results in the deactivation of the tracker device. One single ’Leech’ module is available for each un-docking. The module uses 1 slot from the available cargo space. Activation consumes 1000 energy.
(Note: The ’Leech’ Tracker device together with ’Interstellar-Drive Generator’ (described above) is meant to support open space fights between individuals and/or squads executed throughout certain tactically coordinated movements. Therefore, when a Tactical Class destroyer uses a ’Leech’ module on a player, jumping should work similarly to the jumping of group/squad members and the system should place the two players (tracker and tracked) into the same instance. If the tracker (or tracked) player is in a group, these players should be placed in the same instance as long as they are allowed to jump into the same sector through jump gates or with their own ’Interstellar-Drive Generators’.)

Name: PORTABLE CARGO DRONE
Type: Cargo Bay module (for Open Space mode)
Group: Tactical modules
Ship type: Destroyer (Tactical Class)
Energy consumption: 1000 en. per each activation
Recharge: Max. 3 modules available for each un-docking. Recharging in hangar for credit.
Used cargo space: Max. 3 slots (1 per drone)

Destroyer is capable of carrying 3 cargo drones. These drones use up 3 slots from cargo bay. Used drones are only replaced after returning to the hangar. Requires replenishing that costs credit.
Optional: Either the player decides how many drone is equipped (max. 3) or one purchase/replenishment of this module includes 3 drones without the option to change.

 

IGN: SINaka

 

I hope you guys liked my concept. Please don’t forget to vote. Thank you.

Class of Destroyer: Suppressor Class

Name of Destroyer: Colossus

Technology Level: Tier V

Rank of Destroyer: Rank 14

Customizable equipment slots available: 10 slots total

 

Basic data:

Number of turrets available: 12 turrets total - Ion Emitter Laser - Destroyer variant

Missiles: Yes - 1 central/forward firing missile tube only

Speed: 150 m/s - 180 m/s with afterburners

3 relatively big engine thrusters at the rear

Additional crafting requirements: Yes - Refined/Pure Iridium only: 5000 units, along with normal Destroyer manufacturing costs

 

 

Description:

Empire Destroyer Colossus is the pinnacle of human engineering.

Infused with Iridium’s Power Core and the technology salvaged from the Defiler, we finally managed to produce a ship, which befits the Emperor’s calling. The Colossus destroyer!

The ship itself is 50% larger and 25% wider than it’s previous predecessor, the 2nd generation class of Destroyer - Brave.

Appearance of such ship and its presence in the sector can literally shift the tide of conflict.

It’s a huge, extremely armored ship, armed with 12 turrets and forward firing torpedo tubes.

The ship is best used for frontal and direct assaults on the enemy, heavily bombarding it, while enduring most of the damage.

It has the durability of Invincible and Brave together in one package and firepower of both as well.

Last part of the ship isn’t as armored as the front, so this Destroyer is susceptible, especially on the rear part, where its engines lie.

 

Modules: Tesla Polarization Shield Matrix - Defensive module only

 

Description:

Creates an energy shield on a destroyer on the exact coordinates of the hull and even turrets (shield takes the shape of the ship) which cannot be penetrated by any known weapon’s fire or collision damage of any kind.

However, it has limited durability: 100000 hit-points with 50% of Thermal, EM and Kinetic resistance.

Any collisions with the ship, while this module is active, gives +200% more collision damage and drains its energy, if near the proximity to Destroyer. Ship can only drift, but it cannot move, while its under the effects of this module.

 

Specialty: Defensive module

Energy requirements for the activation: 1000 energy points

Durability: 100000 hit-points with 50% reduction from Thermal, EM and Kinetic resistance

Duration of the module: 12 seconds

Recharge time: 120 seconds

Area of effect: Yes (radius about 100 meters from the ships design or shape - drains enemy’s energy supply, if within radius)

Known counters/weaknesses: ECM class only. Ion Diffuser is the only known counter.

 

Modules: Fireball Siege Cannon - Offensive module only

 

Description:

Specialty: Offensive module

Energy requirements for the activation: 2000 energy points

Duration of the module: Instant, 1 mega-hit, travelling at 3000 meters per second

Duration of the charge before fire: 5 seconds

Damage done: 100000 Thermal damage points to hull points (all hull resistances still counts)

Damage done to shields: Bypasses shields (ingores all 3 types of shields resistances)

Special effect: Yes - after the hit, thermal resistance is reset to 0% for at least 15 seconds

Recharge time: 90 seconds

Range required: 6000 meters, fires one shot instantly

Penalty: Yes (module cannot be used, if the target is less than 2000 meters away.

Area of effect radius from the beam: Yes (500 meters radius - visual cloud burst of artillery/bombardment effects/explosion)

Known counters/weaknesses: Destroyer must come to a full stop for this module to be used & enemy ship must be camping as well, unaware, or caught off-guard.

When Destroyer activates and is about to fire this module, it’s shields come temporarily come offline for 5 seconds during and after the shot.

 

Description:

This module negates or bypasses all 3 known types of resistances on the shields - Thermal, EM and Kinetic (counts like 0% on the shields, even if some resistance is below 0% on enemy ship it still counts like 0%).

Applies vulnerability effect to Thermal resistance and set it at 0%.

This module is extremely dangerous and it cannot be negated by a barrier erection.

If any target, like Interceptor, intercepts this projectile, it’s vaporized instantly and the projectile continues its course, unless if it misses, or is hit by the obstacle. It cannot be negated otherwise.

 

 

 

Screenshot: (I forgot about this contest and did not have enough time to make my own concept, so I am providing this one, it’s one of yours)

2qdaovl.png

I always liked this design and I am hoping that you will scale it down and modify it a bit.

There should be 6 guns placed above and 6 on the bottom in such way, that you can cover most of the firing arcs.

The only dead spot and the weakness should be its engines.