Templar

    Templar Mk III

    After several updates drastically changed many aspects of the game and rendered Templar relatively weak, I decided a complete refit of internal systems was in order:

    • Weapons are now 4x dumbfire missiles, 10x beam missiles, 30x swarmers, and 4x railguns.
    • The ION defense effect was removed.
    • The jump drive was significantly improved.
    • Jump drive inhibitors were added.
    • Much of the ships advanced armour was replaced with standard due to the new mass of advanced.
    • The scanner was changed to be more efficient.
    • The interior has been majorly improved to combat boarding. Many new doors were added and Anti-Personnel turrets have been placed outside the weapon control room and the bridge.
    • Two of the barracks have been removed and replaced with a Brig and a Relic (faction block) room.
    • The gravity lift was changed to a rail elevator.
    • Several aesthetic changes made all over the ship.
    Moved the rail docker so that its actually usable (only noticed as I started using it on MP, duh :D ).

    Since power has been drastically changed in the recent update, I've had to scrap what I've been doing and start everything over again. Looks like shields will be lowered, however every other system should be significantly more powerful.
    • Added 6 anti-missile turrets covering all sides of the ship (make sure to faction them, otherwise they'll shoot at your own missiles).
    • Changed the light pattern on the bottom front of the ship to look more attractive.
    • Changed the docks to rails.
    • Recent HP update increased the damage of the ION Cannons and Beams to around 17mil on the cannons and 400k/sec on the beams.
    • Small edit to the armoury, changed some metal grills to metal grill wedges.
    • HP Update gives the ship 23.46mil armour hitpoints and 161.6mil structure hitpoints.

    Next update will be the reconfiguration of all internal systems. I'm hoping to change the ion cannons to ion missiles slaved with cannon that do a bit less damage but are more rapid fire for combat situations, and overall the size of projectiles will actually look on par with the size of the cannons. Also looking into lowering the charge time of the jump drive and increasing shields, maybe even decreasing scanner cooldown.

    EDIT: Looks like power consumption was increased on the cannons so using them straight after firing both missile arrays will result in a short power outage. I'll sort this out in the revamp.