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VIP yacht

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VIP yacht
Offline Zelot
09-29-2008, 08:08 PM,
#21
Member
Posts: 7,539
Threads: 379
Joined: Jun 2007

Ze'ev would love to have one of these parked at Cape Soya for when he feels like going out and meeting people.




[Image: 13121_s.gif]  
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Offline cmfalconer
09-29-2008, 09:19 PM,
#22
Member
Posts: 1,140
Threads: 52
Joined: Jun 2007

@chopper: How out-of-order? I know i'm not a balance guy, not on the balance server, so i don't know what new balance things are going to happen, but they're not really out of order for a freighter/ SuHF class ship.

@Tenacity: I don't believe this thing is SUPPOSED to kill anything...it's a transport for VIP's / pleasure yacht. If it can kill a random Hessian Sabre (NPC), good. It's going to be traveling through Omegas...But if it meets up with anything bigger (be it NPC Nomads of any variety or a zealous player), it should be running or paying the passage.

I REALLY hate to compare to real world, but AirForceOne...not exactly a combat craft.

I just don't see a real need for a craft that BIG to ferry VIP's, that's all. Look at Xing's Grizzly (or whatever that rhino-on-steroids is called). Same basic principle, but it's not asking to be a floating civilian gunboat. Why should this?

@ Jinx: I do really like the model, no complaints there really. I would even consider replacing my Spatial with this...if it were in the same class.

.
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Offline Linkus
09-29-2008, 09:24 PM,
#23
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Posts: 4,027
Threads: 155
Joined: Mar 2008

Airforce one doesn't have random pirates coming up and launching Nukes into it's hull.





Facilitating the rise of robotics since 0 A.D.
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Offline Ash
09-29-2008, 09:24 PM,
#24
Member
Posts: 2,261
Threads: 265
Joined: Feb 2008

' Wrote:UNDERGUNNED!

Wow, that thing is over-gunned, if overmatched.

Give it something like Class5 FIGHTER turrets, 6-8 of them, and shrink it to the size of the BHG Gunship.

It's a pleasure yacht, or at most a fast transport. Keep the cargo size at maybe 200-225, dump the armor to maybe 50k, give it the maneuverabilty of a spatial, and call it good.

My idea of a VIP yacht, or ANY yacht, isn't some big hulking piece of metal, it's a small, sleek craft able to skim through space.

$.02

It doesnt really matter what stats it has, if it's entered as a freighter and not as a gunboat that will imediatley make a rule that i cannot be used solely for combat purposes. It will need armor cos just because it's a civilian yaght doesn't exclude it as a target from a pirate/criminal factions.

[Image: B305-A724-C3-D9-4-D19-83-EF-92-B478-B8-F595.png]
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Offline El Nino
09-29-2008, 09:42 PM,
#25
Member
Posts: 1,248
Threads: 25
Joined: Dec 2007

Cap armors take up 300 cargo now, so it can have 290 easily... Also cruiser weapons probably mean it is classified as such...

I'd give it 130k hull, 6 gunboat turrets, heavy gb powerplant, GB agility, speed and such 350 botts and batts. So in a way a civilian GB. much more useful than a cruiser. Even if it's big, you can use it for piracy and such:PAnd look cool while doing it. As in a lunchbox you're basicly collecting lunch money...

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Offline Tenacity
09-29-2008, 09:43 PM,
#26
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Posts: 9,496
Threads: 635
Joined: Apr 2008

I still think it should be the "civilian gunboat". Five forward turrets, one rear turret, similar agility to the kusari or rogue gunboats, slightly larger size.

This would give something for all the mercs and freelancers who want a cap but are currently forced into using military or bounty hunter gunboats, which often doesnt fit their rp very well.

Have it produced by the same anonymous group that manufactures the CT series civilian fighters and bombers.

[Image: Tenacity.gif]
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Offline Drake
09-29-2008, 09:47 PM,
#27
Member
Posts: 2,195
Threads: 93
Joined: Jun 2007

I'll agree with Tenacity on this one. Large gunboat, lightly armed, good maneuverability.
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Offline ferongr
09-29-2008, 10:42 PM,
#28
Member
Posts: 139
Threads: 1
Joined: Jan 2008

I was brainstorming a bit earlier and I came upon a rather unorthodox setup.

Hull: 200K

Cargo: 245 (to prevent mounting Capship Armor)

Size: Lunchbox (Corsair GB) size.

Manouverability: Copy-Paste IMG/Rogue gunboat stats.

Weapon Mounts: 4xClass 8 (GB), 2xClass9 (Cruiser).

Firing Arcs: All Forward, 2 GB guns rear.

Powerplant: 300K/30K (GB one is 500K/65K)

NB/SB: 450

Cruiser shield.

Mine dropper (not sure about this, but it would drive off enemy bombers, more used as defence)

CM/Thruster.

No CD (to prevent it being used as a piracy/aggressive vessel).

This way, it presents a rather balanced designed, a bit stronger than a gunboat (especially in shield defence) but limited in total firepower.

Notice the low powerplant. Despite the fact that the ship packs a punch in short durations, the recharge would limit the total damage it can dish out.

I am not sure about the mine dropper, but it wouldd make an excellent defence weapon when fleeing fighters/bomber (since it has only two rear guns now).

Anyone claiming that the minedropper will be effective in an offensive way, is blind. If you see the enemy releasing mines, let him be, or select a different attack vector to compensate. Or use CDs to blow the mines and damage the rear turrets (they would be placed on the rear part of the ship, near the minedropper)

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Offline Othman
09-29-2008, 10:53 PM,
#29
Member
Posts: 2,011
Threads: 49
Joined: May 2007

Good idea. I would increase the price though and stats might be enhanced a bit.

On the uncharted lagoons of anguish, I sail with a canoe made of my sins.
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Offline worldstrider
09-29-2008, 11:10 PM,
#30
Member
Posts: 1,420
Threads: 78
Joined: Feb 2008

' Wrote:since its utterly undergunned - maybe its possible to get an "agreement" so that its considered a "gunboat" ... meaning that freelancers and mercs could fly it ( really, its less effective than a real gunboat )


That would be wonderful--there's a real need there. Several factions need a "non-criminal" and "non-house" gunboat for use--freelancers being a good example of such.

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