KDI "Defender" ASW Support Missile Destroyer

    KDI "Defender" ASW Support Missile Destroyer 1.0

    Foreword: KDI Does not recommend using the "Defender" class as a front line warship. It is equipped for scanning and fleet support and anti-warhead with its overdrive beam turrets, and dealing with small fast vessels with them and its missiles. Sadly, the AI will back off to max weapons range... but the thought that counts...

    Now, for some bigger stuff.

    starmade-screenshot-0322.png


    the Defender class in this configuration is armed with a small nose gun, and 2 vertical launch missiles that fire at different rates. It is also armed with several medium rocket turrets (that totally dont kill the power tank...) 2x forward launch on the spaced armour off the engine nacelles and 2x VLS "Crucibles" top and bottom back. it has many beam-cannon-Overdrive Phalanxes for close range defence from smaller entities or kamikaze/warhead ships. it has some AMS, and 2x cannon-cannon-punch turrets as found on the KDI Trapezoid frigate, these ones have been optimised a little more, and kill more system blocks per second.

    While the interior on this ship is very "linear" and "flat" (Being that this has no verticality, like stairs. Its all 1 floor except a few items)

    starmade-screenshot-0324.png view from captains seat

    starmade-screenshot-0325.png Automated missile reloading systems. (cRockets... because ice crag? Get it?... uh)

    starmade-screenshot-0326.png main core and cargo, crew rooms in hallway on left, Missiles are drawn from storage and sent on a conveyor up to the main racks.

    starmade-screenshot-0327.png crew's mess area isnt that great, but they make do. They have to cook a lot of their own food, as the ship wasnt rated for a full galley because of ship systems limitations.

    starmade-screenshot-0331.png basic standard crew rooms on this ship, as seen on the frigate

    starmade-screenshot-0328.png The power systems on the Destroyer are nearly identical to the frigate, as they have the same power output (Kinda)

    starmade-screenshot-0329.png In its support role, the destroyer has a much better equipped medical facility than its peer vessels. It even has 4 extra, basic bunks just in case.

    starmade-screenshot-0330.png it also has some maintenance areas, a Transporter, and a few other bits and pieces

    starmade-screenshot-0334.png
    And like most other KDI vessels, the High-Gain on its weapons and systems compared to some of their manufacturer peers leads to some rampant cooling issues across most of the board on KDI manufacture ships. This is normally a non-issue, as they tend to cause lots of damage before an enemy is able to deal enough to cause the cooling systems to fail.

    Disclaimer:

    Ship is in SMENT format, so must be extracted by the Main Menu -> Tools -> Catalogue manager and import from there.
    Author
    Napther
    Downloads
    487
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    621
    First release
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    Rating
    5.00 star(s) 4 ratings

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    great ship
    Napther
    Napther
    Wasn't expecting this, Thank you!
    I was laughing by the end because you had chosen the Side-facing docking cameras to try and test the weapons from :P (The 2 missiles are vertical-launch style, as are those "Cauldron" shaped turrets)

    The ship was built within the conditions of Normal And Emission mapping being turned on, this brightens a few areas such as the dark maintenance area with glowing textures. I also play at 150 light quality, Makes things a balance between "OMG This room is so bright" and "How many light blocks do I need to spam to get it acceptable".

    Some other clarifications, The medical part was just a segment of a general-use room. Come to think of it because the ship is meant to be in support of others and colonies, I needed a second room to denote as being "THE" medical room, and with higher capacity of sick peoples, and that one already there being purely Isolation and Surgery... Sometimes I build whatever comes to mind, I just roll with ideas. Transporter is there indeed for rushing severe injuries straight into the medical room! THough Im not sure just how often a faction/AI uses the Transporter. Hey, at least you can lock down that section of the ship, and force a hostile parasite creature thing back to the transporter and beam em into the Void...
    The food replicator uses different "stores" than "real" food, its more there in case something runs out on the ship, or if the ship takes on extra crew or passengers, they can have "their favourite meals" generated from it.

    As for the missiles, the green hazard stripes is where the main ship cargo lies, the Missiles are pulled out of "storage" and onto the conveyor system to be loaded in the magazine. Funily enough, I got "Rooms beneath the floor" off of some of your ships (Submitted for the fleet contest I think?), so you walked right over the blast door to a small little sub-room with 1-2 computers, faction block, and jump drive bits.

    1/2 the power, as is the case with most my ships, is in its Turrets. Im kinda terrible on that regard to split different weapon ranges so the AI dont go goofing off...

    Once again, Thanks for reviewing it in this way, it takes a lot of effort to make a video more than to write a few sentences and a star rating
    if this isn't cool to, then nothing is
    Ladies and gents, this is how you build a nice looking ship with a full interior without making significant compromises in performance. Checkmate, doombrickists.
    Napther
    Napther
    Actually, this thing IS taking a hit to performance because I didnt build it with enough room to have all the shields I wanted... Though the large jump drive, scanner, and Inhibitor are using up a lot of the blocks space that could otherwise be spent on more shielding and better guns. Expect a stripped down interior version with no engine nacelles in the BaS, and Ill make a missile boat/sniper version of this ship in the future.