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Turning traderships into warships: Gun/Turrets use cargo!

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Turning traderships into warships: Gun/Turrets use cargo!
Offline Jack_Henderson
09-06-2016, 03:08 PM,
#21
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There have been development efforts towards this before. Tachyon and Haste I remember were trying to do things to give Battletransports some more feasibility in the game. I do not know how far this idea got.

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Offline Mr.Fabulous
09-07-2016, 01:52 AM,
#22
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(09-06-2016, 03:02 PM)Mercarryn Wrote: I acutally like the idea. To counter this, house corporations could loose their ability to use gunboats ID-wise. It depends on how the q-ship turrets will be implemented...

Is it possible to give differrent turrets of the same class different cargo usage? ATM, normal transport turrets use 5 cargo units per slot...

Otherwise, there will have to be a revision of the turret classes, although they are already limited to 10. AFAIK.

Would be kinda messy to take off their ability to use gunboats. Also, the idea is that gunboats should still have their place, and not be replaced by the Q-ships. Using a Q-ship would mean one less transport earning them money, at the advantage of a surprise- and emergency-firepower

AFAIK, it was once possible. That's how the old capitals were balanced through.

And no, I don't think the devs would appreciate a new turret class revision. The beauty of the Q-ship design is that they'll keep their current classification as transport turrets, but just use cargo for firepower for same powercore.

(09-06-2016, 03:08 PM)Jack_Henderson Wrote: There have been development efforts towards this before. Tachyon and Haste I remember were trying to do things to give Battletransports some more feasibility in the game. I do not know how far this idea got.

I'd like to know a bit more about this, maybe help around with seeing its feasability! Maybe I'll try contacting Tachyon/Haste soon. Thanks!

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Offline Mickk
09-07-2016, 02:11 AM,
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There are transport turrets that have close to military damage already, but they are slow firing from memory and not too good vs fighters.

It's already possible to make a pretty hard to kill Tradership, if you don't mind losing a lot of cargo space, those military grade CAU 8 eat up a lot of space and fitting the right shield really helps.

Add in the normally higher thruster speed and you have a reasonably tough ship that pirates will think twice about attacking.

However, it won't be much good as a trader, not a serious one.
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Offline Mr.Fabulous
09-07-2016, 04:25 AM, (This post was last modified: 09-07-2016, 04:25 AM by Mr.Fabulous.)
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(09-07-2016, 02:11 AM)Mickk Wrote: There are transport turrets that have close to military damage already, but they are slow firing from memory and not too good vs fighters. It's already possible to make a pretty hard to kill Tradership, if you don't mind losing a lot of cargo space, those military grade CAU 8 eat up a lot of space and fitting the right shield really helps.

Looking at the numbers, you're right. Transport turrets do close enough damage to Cruiser basic turrets. Makes me wonder why they aren't a little more cargo-eating, to give it more risk/reward... but whatevs.

But the Q-ship I had in mind would also be equipped with other conventional warship armaments, like flaks, missile turrets, and maybe even mortars/razors. Provided the current transport turrets are kept, that means Q-ships would be the equivalent to glass-cannon cruisers. I'm fine with that.

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Offline Fish
09-07-2016, 04:29 AM, (This post was last modified: 09-07-2016, 04:32 AM by Fish.)
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For what its worth, ive taken out a scylla in a bison with charons and AU1, but i think the scylla guy was new to cruisers or something because he wasnt very good - either that or i was lagging so much he couldnt lock on, not sure if thay can happen

I dont know what i think pf the idea of transport sized mini warships, it works in my mind but it seems unbalanced sort of (great armour and guns and excellent agility conpared to battleships and some cruisers, low price)

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Offline Unlucky_Soul
09-07-2016, 06:03 AM,
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(09-07-2016, 04:25 AM)leonardo_tigre Wrote:
(09-07-2016, 02:11 AM)Mickk Wrote: There are transport turrets that have close to military damage already, but they are slow firing from memory and not too good vs fighters. It's already possible to make a pretty hard to kill Tradership, if you don't mind losing a lot of cargo space, those military grade CAU 8 eat up a lot of space and fitting the right shield really helps.

Looking at the numbers, you're right. Transport turrets do close enough damage to Cruiser basic turrets. Makes me wonder why they aren't a little more cargo-eating, to give it more risk/reward... but whatevs.

But the Q-ship I had in mind would also be equipped with other conventional warship armaments, like flaks, missile turrets, and maybe even mortars/razors. Provided the current transport turrets are kept, that means Q-ships would be the equivalent to glass-cannon cruisers. I'm fine with that.

I dont think transport powercore can support the power requirements of capital turrets

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Offline Mickk
09-07-2016, 07:51 AM,
#27
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Nope, I think you are right, a Tradeship, even one of the big ones, would lack the power to fire real military class weapons for any significant length of time.

However, from memory (a bit foggy on this) I think there is a transport class shield buster turret out there.

Be that as it may, if this is going where it might, warships of pretty much any size will want to start looking out for groups of Tradeships behaving suspiciously, it could turn out badly for them. heh
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Offline Mr.Fabulous
09-07-2016, 12:16 PM, (This post was last modified: 09-07-2016, 12:17 PM by Mr.Fabulous.)
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(09-07-2016, 06:03 AM)Unlucky_Soul Wrote: I dont think transport powercore can support the power requirements of capital turrets

A simple solution, which also ties into why these Q-ship turrets would occupy a lot of cargo: they're their own system, each with its own mini-powercore, internal systems that meld with the transport's, and even if the turret's shot out and the mini-powercore explodes, there is shielding and a containment unit that's powered by the transport's own powercore, keeping any danger contained to just that turret bay.

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Offline Mercarryn
09-07-2016, 12:17 PM,
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(09-07-2016, 02:11 AM)Mickk Wrote: There are transport turrets that have close to military damage already, but they are slow firing from memory and not too good vs fighters.

It's already possible to make a pretty hard to kill Tradership, if you don't mind losing a lot of cargo space, those military grade CAU 8 eat up a lot of space and fitting the right shield really helps.

Add in the normally higher thruster speed and you have a reasonably tough ship that pirates will think twice about attacking.

However, it won't be much good as a trader, not a serious one.

Not sure how you get the impression that some transport turrets are almost military grade cruiser weapons.
Transport turrets, compared to cruiser turrets have less range and lower DPS. What speaks for them is that some of them have higher firing rate
and their energy consumption is really good.

Even a Bison with full equipped Liberty transport turrets can fire all guns at once without even draining its powercore. Only Dulzians or Charons would be able to drain energy out of the Bison, but they either have low projectile speed or low firing range.
Giving transports some bigger weapons at the expense of energy and cargo consumption would make transports in a fight interesting again.

But as I said: To counter this, I suggest that corporations loose the right to use gunboats then.
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Offline Mr.Fabulous
09-07-2016, 02:27 PM,
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@Mercarryn Why would corporations need to lose the right to use gunboats? Gunboats still have their place. Gunboats would also be a lot cheaper than funding these Q-ships, in many cases.

If the goal's for profit-making for corps, it's more profitable to have two full-time traders and a cheap, agile gunboat, than three traders with one of them being a dedicated Q-ship. My idea of where Q-ships will shine is when:

> traders are RPing a convoy where every single trader is a Q-ship hauling few but HIGHLY-important cargo, and that some of the Q-ships are decoys; the convoy splits when it's being attacked, and each Q-ship won't be going down without a bloody fight

> the convoy is trying to lure out a pirate fleet that's been harassing their convoys for some time, and when they accidentally attack a Q-ship convoy (that seems to have no escorts whatsoever) they get blown to smithereens from Q-ship firepower

> the corp doesn't iRP have the warships (gunboats) at hand to quickly defend an important installation, so they slap Q-ship turrets onto their transports and send them off as a first-aid call

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