M.A.C. Station

    M.A.C. Station 1.0

    The station is meant as an AI defense system for faction territory, the station is in fact not a station but a ship. The ship has no thrusters so it cannot be moved (Unless you attack thruster blocks to it prior to loading it in) but it has the aim ability of a ship. This allows the AI to look at an enemy ship but not chase it down and upset your defense grid.

    Most large AI guns suffer from a huge problem...the AI's terrible aim, unless the server has increased the AI accuracy the default aim is terrible, and means it probably wont ever hit its target at long ranges. I created a system intended to help counter that issue, using a logic circuit connected to the weapons and area activator block (Stretched 2000 meters in front of the cannon's output point) the station now uses the Bobby AI to look at a target, but instead of firing willy nilly the cannon will only fire when the target has passed in front of the firing line. I have not yet tested the system in an actual AI fight, however the concept is sound and if all else fails, you can disable the Logic system and make it manual fire.*

    On both the top and bottoms the station also has point defense turrets specifically made for shooting down missiles. I tested them myself and yes they can target a very large area around the station, the only blind spots are right above each turret and right up against the station.

    The M.A.C. station main cannon stats are:

    Weapon 1 (first )Cannon-Damage Beam-Ion: 4200/4200/4200
    -Damage: 126,000
    -Pwr Consumption: 1,260,000
    -Range: 2000
    -Reload: 3 seconds
    Weapon 2 (second) Cannon-Damage Beam-Punch Through: 4200/4200/4200
    -Damage: 126,000
    -Pwr Consumption: 1,260,000
    -Range: 2000
    -Reload: 3 seconds

    Now keep in mind that the ION damage is roughly doubled when hitting shields and reduced to 0 when hitting armor blocks. But the second cannon does that much damage against both shield and hull. The average damage against the shields if both shots where to hit but not bring them down would be 378,000dmg....and that's every 3 seconds.

    *WARNING Disableing the logic systems or disconnecting them from the Weapons computer will cause the weapons to become unlinked from the computer it's self, you will need to delete the weapons computer and replace it and then re connect it to the weapons.

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    Reactions: Aran
    Author
    Dimcreaper
    Downloads
    379
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    379
    First release
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    Rating
    3.33 star(s) 3 ratings

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    This is a station? This should be a ship
    Dimcreaper
    Dimcreaper
    It is in fact a ship, it just says Station in the name because from a lore stand point it is officially a station because it has no movement capability and is intended to be a stationary gun platform.
    looks nice but the only thing is the name a M.A.C is a type of turrent on a ship or station... It dose more like a advanced rail gun but your ship look nice just needs the name fixed if i would name this I would put rail gun
    Dimcreaper
    Dimcreaper
    Hehe M.A.C. Stands for Magnetically Accelerated Cannon, or at least it does in this instance. and thanks for the review =)
    This is one of the most elegantly designed Orbital Turrets that I've ever seen. The exterior and the interior are beautiful. Lots of great detail. However i ran some tests.

    Your logic activated main cannon is has a very limited range. The AI will always fight at the max range of the weapons its equipped with. add that to the fact that the range of weapons scales with sector size and most targets will be completely out of the guns range. also for the life of me i just couldn't get the main gun to work. i believe that the AI does not track targets unless a weapon is equipped.

    Some things to improve.
    Consider ditching the logic on the main gun. It could still work as a close range back up but ultimately you're gonna have to rely on the AI.
    Add more weapons/guns. Banking on Accuracy will have to wait till the AI gets improved. Till that time putting more guns and more arrays will increase the chances that the AI will hit something. Friendly Fire unfortunately can't be avoided ATM so its something we all have to deal with. The best weapon for the AI is the Lock on missiles (Missile+Damage Beam/ Missile+ Damage Pulse). Unlike the player the AI doesn't need a line of sight in order to fire a homing missile.
    Add Logic clock activated Defensive Push/Pull as a way to move the station while keeping the AI from trying to pursue its targets. The AI cant use defensive Effects and the Push effect will thrust your ship forward while the Pull thrusts you backwards. by connecting a logic clock to them players will be able to fly the station into position and not have to worry about the AI flying the station away.

    All in all i see a lot of potential. Just be sure to do a lot of testing to be sure that your systems work perfectly.
    Dimcreaper
    Dimcreaper
    Wow! I really appreciate the review, I'll see what I can do to fix the ship up a bit more, could be some time though before I revisit it. And to address the short range, I had no clue range was based off sector size, but when I built it my sectors size was set to 2000 still, I recently enlarged that to 10k so that's another feature of the weapon I'll need to readress.

    I cant say I'm that keen on the push effect idea, most of the ship is chalked full of energy recharge and other important systems, to push a ship of its size might take a hell of alot more room then I am willing to sacrifice. I am intending to build a tug style ship using pull and stop beams to move other things around. I might stylize it after the MAC Station and have them go together as a pair.