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I missed this comment prior to but I did do a write up here on Galactica's 10th year Refit. I think I nailed down the balance pretty well. It is powerful and still pretty well armored because lets face it, its a Jupiter, but it has overall less armor then the Block 2 and some additional penalty's which make it more of a "glass" cannon.
It has 6 on each broadside, 4 on each side of the flight pod, and two on each of the... nacelles leading the engines, leading to 12 in total.
I can think of many other designs I'd love to share here but most wouldn't get implimented or be welcome as they may be considered un-balanced (even though they are to a degree). I'd like to see the 3 I've already mentioned in an Operation Raptor Talon DLC, with maybe another Cylon design I plan to share later.
Thus my suggestion consists out of a second Cylon gunship: behold the Ghoul!
Where a Revenant is a glass cannon, the Ghoul is a mighty glacier. It may be slower than a Revenant and have only slightly better firepower for a much larger cost, however it makes up far that with its better armour and its special ability. Every Ghoul-class has a supply of a special semi-crystalline liquid which can be guided using magnetism to a certain place on its hull where it hardens forming an extra layer of armour, effectively allowing it to repair itself in the midst of combat. The special ability is basically a copy of the 'Deploy Plating' ability of the Celestra expect it only works on itself.
Each Ghoul carries 100 points worth of armour.
Cost: 1200
Navigation
Speed: 110 m/s
Turn rate: 46 degrees per turn.
Ship hull size: 4
Hull/Armour/Engineering
Hull: 120
Left: 75 (Armoury)
Right: 75 (Armoury)
Front: 110 (Fire Control)
Rear: 70 (Navigation)
Top: 85 (Tech Bay)
Bottom: 85 (Engineering)
Fire Control Systems
5x Heavy Turret mounted left
5x Heavy Turret mounted right
3x Heavy Turret mounted forward
6x Light Turret mounted on top
6x Light Turret mounted on bottom
Tech/Armoury
Processing Power: 75
DRADIS Range: 3100m (System Process 400m - 5800m)
Firewall Regen: 4.7/s (System Process 0.6/s - 8.7/s)
Centurion Armour: 30 (System Process 0 - 60)
Centurion Strength: 175 (System Process 100 - 250)
Any feedback?
The special ability is interesting, not sure how that'd play out. But this looks good and I agree with you that the Cylons need another gunboat. I'll post mine right after in another comment.
Overall the armor and weapons would allow it to give a Heracles and even an Artemis a run for its money. Anything below an Atlas would melt, as would a Minerva class Battlestar given its armor is that of an Adamant. The only way to arguably beat this thing would be to hammer its front end and kill the fire control (thus locking its weapons in standby) or gut it from underneath, rendering it unable to reduce damage from weapons strikes. For 1200 points its a pretty solid addition and keeps with the theme of tactical diversity that the Cylon's focus on.
If you have any further ideas please, post them. And feel free to comment on any of mine or the others. I know I've tossed up the Block 3 Jupiter and Guardian Basestar for people to oogle over.
....I give you the Charybdis class!
Type: Heavy Gunship
Hull Size: 4 or 5 (whichever the Heracles and Atlas are)
Speed: 100 m/s
Turn Rate: 50 degress/sec
FTL Recharge: 3 turns
DRADIS Range: 5000 meters
Armor Sum: 495
Armor Ratings per facing:
-Fore: 60 (Hanger)
-Port: 100 (Engineering)
-Starboard: 100 (Engineering)
-Dorsal: 80 (Fire Control)
-Ventral: 80 (Tech Bay)
-Aft: 75 (Navigation)
Armament:
-Fore: 4x Medium Turrets
-Dorsal: 8x Heavy Turrets
-Ventral: 8x Heavy Turrets
Munitions Slots: None
Squadron Slots: 2 (1 Universal, 1 Support)
Special Abilities: Being a pain in the @ss
Total Fleet point value: 1250
General Idea is this: The Charybdis is based off a Caprican battleship design from the tail end of the Imperial Wars Era. Cylon's modified it to suit their needs and here we are. Thick armor that can give most cruisers like the Minotaur and Janus a run for their money with guns that could make a Heracles blush and thats not even the best part. When the Caprican's designed the ship originally, it was to serve in support of the first battlestars and so they installed a hanger and flight deck, and the Cylon's kept that.
A pair of squadron slots, 1 able to take any cyclon squadron available, the other able to take only support squadrons (Scorpian's, Wardrivers, so on). This makes the Charybdis able to serve as both a support ship for basestars and as a taskforce flagship in its own right, once again playing to that tactical diversity the Cylon's love to have in the field. Weakest armor is head on where the hanger mouth is, sides are the strongest but if bored through will cause the ships damage reduction to drop massively, making it faster to kill. Lack of light weapons means the Charybdis has to rely on its squadron's for fighter screening or chasing down corvettes.
Let me know what you guys think!
Personally, I'd like to mix and match load outs, so that if I'd keep a defensive salvo ready just in case; switching would require an extra round.
Battlestar Galactica Colonial One
Name: Colonial One
Craft: Intersun starliner Colonial Heavy 798
Type: Transport
Scale: Starfighter
Length: 84.4 meters
Skill: Space Transports
Crew: 15; Skeleton: 2/+10
Passengers: 150 (500 emergency)
Cargo Capacity: 739 metric tons
Consumables: 8 weeks
Hyperdrive: x410
Nav Computer: yes
Maneuverability: 2D
Space: 6
Atmosphere: 330; 950 km/h
Type: Civilian
FTL: Yes
Propulsion: 2 x sublight engines, 4 x commercial-rated FTL drive pods, maneuvering thrusters.
Crew: Unknown; At least 2 Pilots; Flight Crew
Capacity: (approx) 100-150 standard - up to 500 under emergency conditions
Role: Inter-planetary passenger liner
Dimensions
Length: 277 feet
Width: 49 feet
Height: 72 feet
Design and Capabilities
These liners share many of the capabilities of the first type of liner. Designed for interplanetary travel, these liners feature a semi-spacious interior, and a large storage bay for luggage. The cockpit is located at the front, with the passenger seating in the middle, and the aft compartments held the ship's two sublight boosters and FTL drives. It is unknown if these ships are employed elsewhere, but they have been quite popular on Caprica since before the start of the Cylon War (Caprica).
Colonial One is small enough to fit inside of Galactica's flight pod (TRS: "Water"). This makes Galactica a "safe haven" and also reduces contact with outsiders who would otherwise have the chance to make a move on the important visitors that frequently come and go from Colonial One.
A large main cabin aboard the ship provides seating accommodation for dignitaries and press alike, while forward of this are small, more personal quarters reserved for ministers and their guests. Despite its conversion for government use, Colonial One retains its own docking bay, large enough to take a Colonial shuttle, and also boasts a cargo hold big enough to house a Viper-sized craft. Additionally, the ship boasts at least four cargo bays, three of which were converted to hold passengers (TRS: "Miniseries").
Following the destruction of the Colonies, the ship's normal passenger capacity was reduced to accommodate the offices and cabins required by government personnel. Civilian passengers on Colonial One resided in converted sections of the liner. However, the configuration of passenger accommodations seems likely to have changed following the events of the Battle of New Caprica and the abandonment the human colony there. Colonial One appears to be carrying a larger complement of civilians, just as Galactica is carrying a larger crew of military personnel (from the destroyed Pegasus) mixed with civilians. For example, as Roslin negotiates with Tom Zarek over his future role in the presidential administration, two children are playing in a corner of the President's office. This overcrowding is presumably due to the loss of several ships before and during the evacuation of New Caprica, as well as the need to spread out the remaining population among the existing ships.
It's basically Colonial One.
It has a game speed of 123 metres per second; adding two extra sublight drives might increase that, plus allow turbo boost.
It's possible that it has the space for two Raptors.
Thirty two hull points, no armour.
Placing three point defence guns top and bottom is feasible, and that would be enough for a rudimentary flak screen.
Large enough for a reinforced Marine company and their equipment, though I suspect normal security detachment would be a platoon.
Without the extra sublighht engines, two hundred and fifty points.
Add a munitions slot, three hundred and fifty.
Veterancy, I'd go for increasing amounts of speed.
Option would be two make it modular, in that you can have two, and choose from: utility squadron hangar, munitions launcher, Marine barracks, technical bay booster.
What does this mean exactly?
And has literally no bearing or reason to be here nor would it work.
Meet Scylla, and brave her if you dare!
Type: Light Destroyer
Hull Size: 3
Speed: 200 m/s
Turn Rate: 90 degress/sec
FTL Recharge: 3 turns
DRADIS Range: 6500 meters
Armor Sum: 285
Armor Ratings per facing:
-Fore: 60 (Tech Bay)
-Port: 45 (Fire Control)
-Starboard: 45 (Fire Control)
-Dorsal: 45 (Armory)
-Ventral: 45 (Engineering)
-Aft: 45 (Navigation)
Armament:
-Fore: 4x Point Defense Turrets
-Dorsal: 1x Medium Turret
-Port: 3x Medium Turrets
-Starboard: 3x Medium Turrets
Munitions Slots: 1 (2 turn reload)
Squadron Slots: None
Special Abilities: DRADIS Shadows, Tactical Jump
Total Fleet point value: 850
Summary: Designed with flexibility in mind, the Scylla is a speedy hard hitter designed to work alongside the Talon, Nemesis and Cerastes. Hull wise imagine if an Arachne and Phobos had a kid, but its got 4 prongs on the front. Armor is comparable to similar sized vessels such as the Talon and Adamant, and the Scylla has the ability to make Tactical Jumps as well. This way the Scylla can position itself on the flanks of enemy ships and torpedo them repeatedly, or alternatively jump out of danger to hammer enemy's with its guns from afar, all while zipping around the battlefield at high speed.
Originally the Scylla was gonna have the ability to project an ECM bubble like Wardriver's, but I gave that to the Guardian Basestar as it made better sense. I had thought about giving the Scylla a drone control system for attack drones, as it would fit its name, but I decided on something a bit more interesting (and balanced). The Scylla is able to use its EWAR systems to project DRADIS Shadow's at long range, essentially cloaking its location in electronic "fog" and making it look as though its jumped to a new location while it moves into a better spot. This can also be used in combat to nullify lock-on's by hostile fire control much like the Orion's stealth system though at the cost of not being able to fire or jump.
Of course if you thought the Cylon's were the only ones to get a new toy to play with, guess again! I'd like to introduce you to Colonial Fleet's newest gunship, designed for offense and defense alike.
Prepare to stand firm, with the Tempest class.
Type: Heavy Destroyer
Hull Size: 3
Speed: 135 m/s
Turn Rate: 70 degress/sec
FTL Recharge: 3 turns
DRADIS Range: 5000 meters
Armor Sum: 360
Armor Ratings per facing:
-Fore: 75 (Fire Control)
-Port: 60 (Armory)
-Starboard: 60 (Armory)
-Dorsal: 60 (Engineering)
-Ventral: 60 (Tech Bay)
-Aft: 45 (Navigation)
Armament:
-Fore: 2x Heavy Turrets
-Dorsal: 3x Medium Turret
-Ventral: 3x Medium Turrets
-Port: 6x Point Defense Turrets
-Starboard: 6x Point Defense Turrets
Munitions Slots: 1 (3 turn reload)
Squadron Slots: None
Special Abilities: Flak Screen, being over-armored and underpaid
Advantages:
Munitions Salvo Size
Damage Reduction
Disadvantages:
Max Distance
Veterancy:
Munitions Salvo Size (up to +15%)
Turret Accuracy (up to +10%)
Total Fleet point value: 900
Summary: To be called the Mini-Revenant, as it resembles said vessel and was also designed by Scorpia. The Tempest is the typical Heavy Destroyer, with armor roughly similar to a Minotaur. Its no slouch for weapons either, with frigate killers along its spine on both sides and a pair of doorkickers in the front to deal with any overzealous Cylon's who wanna play chicken. The sides of the Tempest are lined with Point Defense turrets enough to put up small scale flak fields, making the Tempest a capable fleet escort as well as a capital destroyer. And as if all that wasn't enough, its got a Munition slot with enough tubes to sling salvo after salvo of torpedoes at any Cylon ship unlucky enough to hold still.
All of this greatness comes at the cost of the Tempest being on the slow side, slower then the comparably sized Adamant frigate, though it retains good agility thanks to several well placed clusters of RCS throughout the hull. In fact the only recorded complaint by any Tempest Captain is that there never seems to be enough torpedoes. At 900 points it would serve as a good middle ground between the Minotaur, Ranger, and Adamant, able to lay on the hurt while taking it on the chin.
Well thats all I got for now, let me know what you all think!
Too cheap for the role. The ranger now sits at 950 points and brings 2 munitions slots and some guns. By bringing decent armour, comparable gun power and a flak field for 850, you've outpriced the ranger and it is now obsolete (like how the Janus made the ranger obsolete before it got a price reduction).
The loss of speed is a non-issue, it's still faster than an artemis, which means it can fly escort to an artemis and participate in fleet actions with the pocket battlestar, which is the main reason why you take a ranger rather than a janus with an artemis. This thing? Honestly, it needs to sit equal with the Heracles in point cost. It's just that good.
Edit: Altered the specs to reflect that.
Type: Light Battlestar
Hull Size: 3
Speed: 115 m/s
Turn Rate: 65 degress/sec
FTL Recharge: 4 turns
DRADIS Range: 5000 meters
Armor Sum: 520
Armor Ratings per facing:
-Fore: 95 (Fire Control)
-Port: 95 (Hanger)
-Starboard: 95 (Hanger)
-Dorsal: 80 (Armory)
-Ventral: 80 (Engineering)
-Aft: 75 (Navigation)
Armament:
-Fore: 2x Heavy Turrets
-Dorsal: 8x Battlestar Artillery Turrets
-Ventral: 3x Heavy Turrets
-Port: 9x Point Defense Turrets
-Starboard: 9x Point Defense Turrets
Munitions Slots: 1 (1 turn reload)
Squadron Slots: 2 (Universal)
Special Abilities: Flak Screen
Advantages:
Max Distance
Squadron Evasion
Disadvantages:
Marine Strength
Firewall Regen
Veterancy:
Max Distance (up to +20%)
Flak Damage (up to +5 or 10%)
Total Fleet point value: 1650-1700
Summary: Just as the starting sentence said, its the Valkyrie Light Battlestar, as best balanced as I could make it. General idea is it was designed to replace the Artemis as its capabilites were outstripped by increasing innovations in the Cylon military machine. It holds onto alot of the good and bad of the Artemis while hopefully adding more good then bad. Maneuverability wise its about the same as the Artemis and Minerva, with added Max Distance both innately and via veterancy. As far as armor, the Valkyrie benefits from the advances of the Jupiter Project so it has better armor over all but its still thinner then a Jupiter Block 1 by about 80 total points.
As far as weapons go its about as well armed as the Artemis, with 1 additional Heavy Turret underneath and 2 additional Point Defense Turrets on the sides. Gains a bit of bonus flak damage as the crew gains experience in campaign to reflect those added guns. Turret placement is a bit more aggressive, with 4 Battlestar Artillery on the spine and 2 atop each flight pod. The flight pod guns are able to fire into the fore and aft quadrants similar to how the Minerva's flight pod guns can. Probably the most alluring feature is its munitions hardpoint with 1 turn reloading, allowing it to be a speedy torpedo machine or PCM thrower to exploit or cover weaknesses.
Squadron slots are the same as other non-Jupiter's, to both reflect its smaller flight pod size and also to balance it out, but as with the Artemis and Minerva any squadron type can be taken in either slot. Fleet point somewhere around 1650 or 1700, not sure which as the Artemis is at 1550 and the Minerva at 1850. Could put it on par with the Minerva at 1850 but not sure if it'd be worth that much.
Let me know what you all think.
Get ready to wield the powers of Odin, Freyja and Thor with the Valhalla class.
Type: Heavy Battlestar
Hull Size: 4
Speed: 100 m/s
Turn Rate: 45 degress/sec
FTL Recharge: 4 turns
DRADIS Range: 4000 meters
Armor Sum: 580
Armor Ratings per facing:
-Fore: 110 (Fire Control)
-Port: 110 (Hanger)
-Starboard: 110 (Hanger)
-Dorsal: 90 (Armory)
-Ventral: 90 (Engineering)
-Aft: 70 (Navigation)
Armament:
-Fore: 3x Battlestar Artillery Turrets
-Dorsal: 8x Battlestar Artillery Turrets
-Ventral: 6x Battlestar Artillery Turrets
-Port: 7x Point Defense Turrets
-Starboard: 7x Point Defense Turrets
-Aft: 4x Medium Turrets
Munitions Slots: 2 (2 turn reload)
Squadron Slots: 3 (2 Universal, 1 Utility)
Special Abilities: Flak Screen, Being a mini-Jupiter Block 2, DAKKA DAKKA
Advantages:
Damage Reduction
Firewall Regen
Disadvantages:
Yaw Control
Flak Damage
Veterancy:
Damage Reduction (up to +20%)
Turret Accuracy (up to +10%)
Total Fleet point value: 2000
The Mini-Jupiter, or alternatively the Minerva done right. Principle basis of the design is Colonial Fleet needed Jupiter Block 2's, but also needed to build them quicker. Therefore they designed a slightly smaller but no less capable battlestar with a focus on assault missions and gunfire support during fleet engagements.
Leaning more on the battleship side of a battlestar's design, the Valhalla class relies on lots of guns and armor to see it through. Frontal armament consists of 3 Battlestar Artillery turrets, while the dorsal battery is the same as any other battlestar with 8 turrets. Either flight pod has 7 point defense turrets, which is less then any other battlestar but still enough to cause a serious headache to any fight squadrons. On the Ventral side 6 more turrets are mounted and, surprisingly there are even turrets mounted in the aft arc, with 4 Medium Turrets mounted between the engine pods. A pair of munitions slots with 2 turn reload rounds out the armament. Aggressive turret placement ensures at least 4 of the dorsal turrets can fire into the front arc.
Defensively the Valhalla has Flak like other battlestar's but its smaller number of Point Defense reduce the overall flak damage. Otherwise the Valhalla has armor roughly comparable to a Jupiter Block 1, and with 2 munitions slots one could be sacrificed to carry PCMs. Unlike other non-Jupiter class Battlestar's, the Valhalla has 3 hanger slots, allowing it to take 2 squadrons of Vipers plus a Raptor squadron to support the fleet either with boarding actions or missile strikes on key enemy targets. Essentially this thing is designed to be used as a head-on or broadside firing platform of YES, diving headlong into an enemy formation with missiles, torps, nukes, PCMs and guns to frag the living crap outta everything. And unlike the Minerva, it has the armor to do it.
As always feel free to let me know what you think.