WS Surge

    WS Surge 1.1

    very nice ship exterior and interior
    Nice design, I can see a lot of work went into the interior. I always enjoy walking through rp ships and discovering rooms which this ship has a lot of. I really like the spinning chairs in the bridge. Overall very good design and layout. The only criticism I have is the exterior could use either more detail or color. Perhaps some random spots where wiring blocks or blinking decorative blocks are exposed. Nice work
    Nice ship!
    Most of the prototype problems have been solved.
    - Jump drive now (skimming the edge but) power stable, and multi-charge with autocharge is a nice touch, even with the slow charge. It helps a lot when you don't have to hold down the mouse button.
    - Shield charges considerable faster and to a higher capacity
    - With the improved thrust/mass ratio, the ship now handles as you'd expect from this mass range
    - The new primary weapons allow pinpoint accuracy (zoom and no recoil with good damage propagation and DPS), and the base scanner chamber just allows to find and then target subsystems on most ships (especially AI, since they can't use stealth chambers even if they have them) Alternatively, the missiles can be used to lock on while the targets are still out of range and unload a constant barrage of missiles once they get into it, using volley fire. They work surprisingly well on bigger targets, especially if the shields are down.

    Overall: This vessel looked absolutely great inside and outside on release. Now, its performance comes a lot closer to match the looks. Strongly recommended for roleplay servers such as Ragnarok, and for general PvE play.
    Very good ship if a bit grey...
    Exterior and interior both beautiful, I absolutely love the compact, yet elegant look, looks like a Navy ship.
    However.
    - Salvage has more support cannon blocks than main salvager blocks, making it inefficient.
    - Shield recharge is far too low. Did you calculate upkeep when you placed the capacitors/rechargers?
    - Cannon/cannon system has too much recoil to be accurate at rapid-fire. Recommend switching to a beam primary setup.
    - Missile system takes way too long to lock on. Once it does though, it is actually a better DPS system than the cannons, especially on volley fire.
    - Thrust/mass ratio for a ship this mass range is also barely adequate (1.0)
    - A utility shuttle instead of a single snub-fighter with no cargo or passenger hold would be much more functional in the hangar.
    - Jump drive setup as the chambers are in the blueprint, consumes far too much power to be functional.
    Tshara
    Tshara
    Thanks for the feedback. Not sure what the systems will eventually end up like. I’m waiting on the clean-up before deciding on that.