Airships: Conquer the Skies

Airships: Conquer the Skies

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Wenzel 20 AGO 2018 a las 5:33 p. m.
Present your (functional) vanilla ship designs!
Is there already a topic about our shipdesigns? If so, I couldn't find it! So feel free to present your ship designs here or comment on those of others! Ideally, it should not be only about aesthetically pleasing desings, but also about designs that have some thought behind them in regard to the performance of the ship. It doesn't necessarily be a super-competitive ship, but just try to explain why you've designed it in this particular way.

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For starters, here is my anti-boarding "battle star":
https://steamcommunity.com/sharedfiles/filedetails/?id=1487905047
Última edición por Wenzel; 21 AGO 2018 a las 8:36 a. m.
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Mostrando 16-30 de 31 comentarios
Wenzel 23 AGO 2018 a las 4:17 a. m. 
Publicado originalmente por Darren:
My three favourites are:

Haha! They look massive! What's their service ceiling?

Three problems I see: 1) suspensium chamber/ammo chain reactions. If a single chamber/ammo store blows up, most of your ships are doomed. Which is a shame because they don't exactly look cheap. ^^. 2) The shape. From my understanding of the game mechanics, a round/square shape will increase the number of hits on your ship. 3) Ramming. Your guns and propellors are not protected at all (but admittedly this is only a real consideration for multiplayer games). A slightly staggereed arrangement will preserve some guns in case you get rammed.
Última edición por Wenzel; 23 AGO 2018 a las 4:20 a. m.
Darren 23 AGO 2018 a las 4:35 a. m. 
Publicado originalmente por Mowgli:
Publicado originalmente por Darren:
My three favourites are:

Haha! They look massive! What's their service ceiling?

Three problems I see: 1) suspensium chamber/ammo chain reactions. If a single chamber/ammo store blows up, most of your ships are doomed. Which is a shame because they don't exactly look cheap. ^^. 2) The shape. From my understanding of the game mechanics, a round/square shape will increase the number of hits on your ship. 3) Ramming. Your guns and propellors are not protected at all (but admittedly this is only a real consideration for multiplayer games). A slightly staggereed arrangement will preserve some guns in case you get rammed.

For the Tank: 376m is the service ceiling (well 315 is as high as it can actually go that being the hard cap but it has some extra over that), 131 kph speed. The only ramming it does is slamming straight from above down on things which even when it breaks the tank usually the continual impacts finish off whatever it slammed into. It's $2183 so not too bad.

For the Crusher: 195m, 105 kph speed. It's $4184 so pretty expensive.

For the Grand Lancer: 65m, and 61kph, and actually does have staggered guns (a bit the suspendium cannon sticks out the furthest then the massive missile, everything else is recessed compared to those). It's over $9000 but I've only actually ever seen one of them die and that was being controlled by the enemy after they used a spy to cause a revolt where one of my fleets was (apparently they get the fleet as well if they do that).

Haven't actually noticed a lot of chain explosions but yeah if that does happen it'd likely gut most of them, the Grand Lancer has like 12 ammo stores.
Última edición por Darren; 23 AGO 2018 a las 4:37 a. m.
SirToast 23 AGO 2018 a las 10:06 a. m. 
https://steamcommunity.com/sharedfiles/filedetails/?id=637260954

This beast was the first ship I ever put on the workshop. It's old but one of the few pree mod ships I stil use.

I built it first and formost as A heavy bomber desinged to stay airborn for a long duration and both be durable and powerfull.
Última edición por SirToast; 23 AGO 2018 a las 10:11 a. m.
Wenzel 23 AGO 2018 a las 11:49 a. m. 
Publicado originalmente por fuzzle:
This beast was the first ship I ever put on the workshop. It's old but one of the few pree mod ships I stil use.

I built it first and formost as A heavy bomber desinged to stay airborn for a long duration and both be durable and powerfull.

Nice! I pitched it against my first flag-ship. Admittedly it was not a fair duel ;).
https://steamcommunity.com/sharedfiles/filedetails/?id=1490319838

Here is my new baby. I guess I went a bit over board with the decoration. But hey! It's the star of my fleet! For all the info please see the description in the link!

https://steamcommunity.com/sharedfiles/filedetails/?id=1490305495

Última edición por Wenzel; 23 AGO 2018 a las 12:54 p. m.
98sDerek 23 AGO 2018 a las 5:01 p. m. 
I got a couple of Vanilla Airships. One of them is a Landship cause I like Landships, and other is a building.

This one is shaped as a Cowboy Hat. Has Cannons facing both side so turning won't be necessary, but one bomb is perfect for blowing up landships.

https://steamcommunity.com/sharedfiles/filedetails/?id=1486898887

I plan to make Future Airship Carriers cause having Planes is much fun. But if those fail, then the Cannons will do the job. I am considering this my Signature Airship Role to build.

https://steamcommunity.com/sharedfiles/filedetails/?id=1486908717

My Third design, is obviously a Landship. I fit it for a chance of survival against enemy Airships. Flamethrower and the Cannon is the main Howitzer.

https://steamcommunity.com/sharedfiles/filedetails/?id=1486903539

I have two Ocelluses. One is a Battleship around $10K. I had fun making an Image-like Airship.

https://steamcommunity.com/sharedfiles/filedetails/?id=1483306207
Wenzel 23 AGO 2018 a las 5:31 p. m. 
Publicado originalmente por Derek-the-Changeling:

I plan to make Future Airship Carriers cause having Planes is much fun. But if those fail, then the Cannons will do the job. I am considering this my Signature Airship Role to build.

I've thought about carriers too. But apart from their coolness factor, I'm not really sure. The only advantage that having airplanes on an airship (as opposed to a cheaper landship) is that they don't take as long to fly to and fro the target and the carrier (to regenerate HP).

I've just let my new tower fight against your Ground Dragons. Two of them (admittedly AI controlled) managed to defeat my tower, but they only had 3 deck guns left in the end. The deck guns overwhelmed my tower with their volume of fire, while my tower gun missed those tiny targets at a longish distance. :D

https://steamcommunity.com/sharedfiles/filedetails/?id=1490586596

(infos in the description)

Última edición por Wenzel; 23 AGO 2018 a las 5:31 p. m.
Wenzel 24 AGO 2018 a las 4:24 a. m. 
Última edición por Wenzel; 24 AGO 2018 a las 4:24 a. m.
Darren 24 AGO 2018 a las 4:28 a. m. 
This is my favourite little building.

https://steamcommunity.com/sharedfiles/filedetails/?id=1489835625

$234, 2 rockets, dorsal gun, and a rifle and steel armour. It's tough, a single one of these can take out a bomber craft on it's own, and you can build a dozen of them cheaply.
Última edición por Darren; 24 AGO 2018 a las 4:30 a. m.
Wenzel 24 AGO 2018 a las 4:35 a. m. 
Hm, this makes me wonder. Do you prefer many small buildings or one large building?

Obviously many smaller buildings have the advantage that you can continously add buildings, while you need a large sum of money to build a large building.

The advantage I can see for a large building is the fact that all weapons can benefit from the bonus that targeting-modules (crow's nest, telescope, computer) provide. If buiilt properly, large buildings can soak up the same amount of damage as small buildings, without breaking (with parts loosing the benefit of the targeting modules?).

Also, large buildings can offer more protection against boarding. The larger the building, the more boarders tend to get dispersed and encounter more soldiers on their way. Plus, with a large building, you can afford to build a panic room (a cockpit that is locked up behind a bottleneck with several guardposts).

Also, resources like ammo and water are used more efficiently by large buildings. If either the weapon or the ammo in a small building blows up, the remaining ammo/weapon is of no more use. In a large building, ammo can still be used by other weapons and a weapon can draw on other ammo storages.

And for targeting, I'm not entirely sure. Maybe, when a large building is targeted, the choice of the targeted module is a bit random? This would spread out enemy fire over larger buildings much more than over smaller buildings. On the other hand, you also need to find a balance between thinness and thickness. Make the building too thin and it might break into parts, but offer a smaller target (so that shots that are slightly off mark still miss). Make it too thick and lots of inaccurate shots will still hit.

For airships, larger constructions don't pay off that much, because of weight/propulsion/lift/coal considerations.

Última edición por Wenzel; 24 AGO 2018 a las 5:36 a. m.
Darren 24 AGO 2018 a las 4:38 a. m. 
I tend to go multiple small buildings (especially when I've just grabbed an area as they build quickly) and then 1 or 2 large ones.
FourGreenFields 24 AGO 2018 a las 5:11 a. m. 
One of my more typical defensive buildings is basically just bunk + large ammo bunker + 2-3 rifles + supply door. No maintenance, and the ammo will last a long time. Good if the enemy lacks firepower.

I also have variants with cannons, flak, flamethrowers, gatlings, etc..

Obviously, these quickly die if the enemy has firepower. But they help defensive fleets a good bit, and may repell a half-hearted attack (with other words, 3/4 of the attacks by AI on imperial difficulty...).
Wenzel 24 AGO 2018 a las 1:40 p. m. 
This actually works pretty well against many ships! Tactical details (and additional action screenshots) are in the description!

https://steamcommunity.com/sharedfiles/filedetails/?id=1491457973
Ernst Cornell 24 AGO 2018 a las 6:36 p. m. 
Publicado originalmente por Mowgli:
Hm, this makes me wonder. Do you prefer many small buildings or one large building?

Obviously many smaller buildings have the advantage that you can continously add buildings, while you need a large sum of money to build a large building.

The advantage I can see for a large building is the fact that all weapons can benefit from the bonus that targeting-modules (crow's nest, telescope, computer) provide. If buiilt properly, large buildings can soak up the same amount of damage as small buildings, without breaking (with parts loosing the benefit of the targeting modules?).

Also, large buildings can offer more protection against boarding. The larger the building, the more boarders tend to get dispersed and encounter more soldiers on their way. Plus, with a large building, you can afford to build a panic room (a cockpit that is locked up behind a bottleneck with several guardposts).

Also, resources like ammo and water are used more efficiently by large buildings. If either the weapon or the ammo in a small building blows up, the remaining ammo/weapon is of no more use. In a large building, ammo can still be used by other weapons and a weapon can draw on other ammo storages.

And for targeting, I'm not entirely sure. Maybe, when a large building is targeted, the choice of the targeted module is a bit random? This would spread out enemy fire over larger buildings much more than over smaller buildings. On the other hand, you also need to find a balance between thinness and thickness. Make the building too thin and it might break into parts, but offer a smaller target (so that shots that are slightly off mark still miss). Make it too thick and lots of inaccurate shots will still hit.

For airships, larger constructions don't pay off that much, because of weight/propulsion/lift/coal considerations.

i wholeheartedly concur. i prefer starting with small barebones buildings and "growing them up" into huge fortresses by adding modules one or few at each time. this "tactic" is actually quite vital for the early game.
Última edición por Ernst Cornell; 24 AGO 2018 a las 6:37 p. m.
Blazikasu 25 AGO 2018 a las 6:42 a. m. 
Publicado originalmente por Derek-the-Changeling:
https://steamcommunity.com/sharedfiles/filedetails/?id=1486898887


https://steamcommunity.com/sharedfiles/filedetails/?id=1483306207
Yo those designs are fire man. Also liked the flagship of OP. You can really tell the time and effort you put into making your babies.
Wenzel 26 AGO 2018 a las 5:35 a. m. 
Here is a chamber-version of my AGKALIASMA class (harpoon-assault-bomber):

https://steamcommunity.com/sharedfiles/filedetails/?id=1493599745

Amongst my ships, this is my favourite construction, as it is really build around a tactical idea and works well in many situations. :)
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Publicado el: 20 AGO 2018 a las 5:33 p. m.
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