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.