Crimson Corp Fleet Dynamics

    What type of ships should I concentrate on


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    Keptick

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    thank you for the kind words. :)

    the reason most of my ships are small is cuz 1. I've always been a fighter pilot kind of guy, Big ships are cool but the universe seems so much bigger and awe inspiring in a small one man ship. 2. I can churn out small ships faster than i do the big ones. Dalmont is a God of shipbuilding and I give him a ridiculous amount of respect. But I have ADD and sitting down to make a massive ship that could take days or weeks to make just requires more concentration then making a smaller ship. I still try, I need a massive fleet after all :).

    ever play anime inspired games? ever notice how characters tend to maintain the same pose but their expressions change? same thing with Carmine. I would have loved to make her more animated but I just didn't feel like spending massive amount of time to make a whole new pic of her or spend hours editing the existing one. It was faster to just change her expression. I'll try to stay away from that in the future but when patients is running short I can't say that its out of the question.

    and yes more lovely AIs around here would be great! :)
    Having ADD probably helps us (I have it too) in way. We can generate and filter massive piles of ideas way faster than non-ADD people :P
     
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    Crimson-Artist

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    Having ADD probably helps us (I have it too) in way. We can generate and filter massive piles of ideas way faster than non-ADD people :p
    indeed. now if i could only sit down and complete just one of those ideas :)
     

    Crimson-Artist

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    Its been some time hasn't it, Valued Customer?

    Well I assure you that Crimson Corp is not dead, merely building and experimenting!

    Oh and what have we been testing? Well Schemadyne's new tech thats what! So much has changed that we've started our 5th build generation!

    Lets get into shall we!?

    First is a one our more recent breakthroughs, Modular Jump Interdiction.


    Charon Class Jump Inhibitor Module



    Role:Modular Jump Interdiction
    Generation: V
    Mass:49.7
    L/H/W:9m/9m/9m
    Power Regen:21,683.2 e/sec
    Thrust:62.3
    Shields:11,289 Regen:132 s/sec
    Arsenal:Logic-Activated Jump Inhibitor (10,700 c/sec)

    Hull Points:
    Armor:
    14,500
    Structure:35,865

    To use the Charon, connect your own Wireless logic module to the one on the under side of the ship. Be sure to make the wireless connection before docking the Charon to its parent ship/another Charon.
    Charon- Greek Mythology
    The ferrymen of the dead, he was responsible for ferrying the souls of deceased across the river Acheron/Styx into the underworld. Those who could not pay his fee were forced to wonder the shores of limbo for 100 years.

    With Rift-Shifter Tech the omniverse has truly become a smaller place. However with this new found speed has come the rise of hit and run attacks. Pirate raids have become faster and even more violent as raiders can quickly escape capture by using a secondary jump drive. Well not any more. Say hello to the Charon Modular Interdiction system.

    The Charon is a specialized ship designed to be a passive system on larger ships and space stations. Utilizing the new tech released by Schemadyne we've managed to create a Dimensional Scrambler that emits a sector wide data burst that disrupts Dimensional Sync calculations of jump drives. By it self, the Charon is powerful enough to prevent small ships from escaping. However when additional Charons are linked together their compounding interdiction capabilities can completely lock down a sector. Best of all the entire system is self contained, every module can handle its own power demands.

    Next is a role replacement for our signature Drop pod, the Ember. Meet the Vapor!

    Vapor Class Droppod


    Role:
    Escape Pod
    Generation: V
    Mass: 38.7
    L/H/W: 12m/11m/11m
    Power Regen: 1,126.7 e/sec
    Thrust: 80
    Shields: 751 Regen: 5 s/sec
    Arsenal: Radar Jammer, Kinetic Accelerator(Push Effect), Mini-Warp Drive

    Hit Points:
    Armor: 26,050
    Structure: 8,710

    Vapor-[vey-per]

    The visible gaseous fumes from a substance that quickly disperses through the air.

    With the on set of our fifth build generation (coinciding with the release of Schemadyne's Rail Tech) much of our older designs needed to be reworked or completely redesigned all together. The Ember was one such vessel that has gone through a radial redesign. So much so that it no longer fit its intended role. In comes the newest Escape pod, The Vapor.

    The Vapor was designed to replace the Ember in it original purpose: as a Last resort escape vehicle. As such the Vapor eschews all weaponry in favor of speed and stealth. It comes equipped with a Mini-Warp drive system, designed for quick escapes not fast charges. We've also installed Kinetic Accelerator system, the manual derivative of our Propeller Cruse control, to aid in achieving the Vapor's maximum sub light speed. To remain undetected we've also installed a Radar Jammer, It won't make you invisible but it will make you disappear from your enemies radar. The airlock is also USD complaint so it can fit on almost any ship.

    Next we have the first of a new kind of turret, the Gyro Turret. Able to attack enemies no matter what direction they're coming from!

    Artemis Class G-Turret



    (T) Indicates the total stat including docked entities
    Role: Gyroscopic Turret, Missile Turret
    Generation: V
    (T)Mass: 29.2
    (T)L/H/W: 9m/15m/9m
    (T)Power Regen: 281.6 e/sec
    Thrust: 0
    (T)Shields: 648 Regen: 22 s/sec
    Arsenal: 1 Target-Lock Missile (Lock on-12,800 Dam-Explosion), 2 Durga Cannons (Dumb Missile- 40 Dam)

    (T)Hit Points:
    Armor: 12,825
    Structure: 4,305

    Artemis-Greek Mythology

    The virgin Goddess of the wilderness and the hunt. She was unmatched with a bow and jealously held the title of "Greatest Hunter". Punishing all who would dare boast of their superiority, be they god or mortal.

    Schemadyne's release of Rail Technology has started another revolution in ship construction. Crimson Corp has been busy testing and developing new tech and techniques to push rails to their limits. Our engineers have managed to create the first of many gyroscopic turrets. Behold, the Artemis!

    At its core, the Artemis is a Missile turret yet with the added benefit of completely unrestricted movement. The main body of the turret lays suspended above its horizontal base. Its base is intended to be buried beneath the hull of your ship or station. The lowest module is a special dock that would allow the Artemis to spin freely when inactive. The spinning does not overly affect its targeting capabilities (at low enough speed anyways). If you just want the Artemis's gyroscopic movement then you can remove the lowest dock and enjoy the explosive show.

    Now we've got another turret for you guys. Something small but will undoubtedly help stop those pesky Missiles from hitting your ship. Introducing the Kappa AMS Turret!

    Kappa Class AMS Turret


    (T) Indicates the total stat including docked entities
    Role: Anti-Missile Turret
    Generation: V
    (T)Mass: 4.1
    (T)L/H/W: 6m/3m/3m
    (T)Power Regen: 140.8 e/sec
    Thrust: 0
    (T)Shields: 220 Regen: 11 s/sec
    Arsenal: 2 Shredder Arrays (20 DPS)

    (T)Hit Points:
    Armor: 1,475
    Structure: 1,395


    Kappa-Japanese Mythology
    Meaning "River-Child", the Kappa were mischievous turtle-like water spirits often blamed for drownings. Known for their massive beaks and bowled cavity on their head filled with water, Once it pulled you under, it was over.

    While Anti-Missile technology has been around for a very long time now, Crimson Corp has been without a true AMS turret since the failure of the Orthrus. Small and quick to produce, the Kappa was designed to get the job done be small enough to fit in the tightest of spaces.

    While not much a sight to behold, the Kappa can lay down a sizable volley of fire to blow missiles out of the skies. Compactness was a key factor in its production so most essential systems like shielding and power were left to its parent ship.

    Now that we're done with the small stuff we can get some of our bigger products. The first in a line of new Redesigns, Welcome back the Agni!

    Agni Class Fighter Version Mark V




    (T) Indicates the total stat including docked entities

    Asterisks(*) indicate changes in latest version
    • Completely redesigned for Rails
    • Replaced the Atlas Cannon with Single-Fire Heat seeking missiles
    • Reformatted the Shredder Arrays
    • Reformatted the Photon Beams
    • Installed Durga Cannons to the Bow
    • Installed a retractable canopy
    • Installed a retractable landing gear
    Role: Main Line Fighter, Energy Interdictor, Strike Craft Main
    Generation: V*
    (T)Mass: 138.8*
    (T)L/H/W: 27m*/7m*/19m*
    (T)Power Regen: 11,384.7* e/sec
    Thrust: 308.3*
    Shields: 5,785* Regen: 60* s/sec
    Arsenal: 6 Shredder Arrays (420 DPS)*, 6 Photon Beams (Dam: 60)*, Dual Target-Lock Missile Batteries (Lock-on; Dam: 2,250)*, Twin Single Shot Heat Seeker Missiles (Heat Seeking; Dam: 1,800- Explosion)*, Dual Bow-Mounted Durga Cannons (Dumb Missile; Dam: 1,800)*
    Extras: Radar Jammer, Warp Drive (36/70), Retractable Canopy*, Deployable Landing Gear*


    (T)Hit Points:
    Armor: 43,950
    Structure: 51,885


    Agni-Hindu Mythology
    The God of Fire And light, He is one of the most important deities in Vedic scripture. The Protector of the home and humanity, His sacrificial fire is said to be the medium for which all offerings reach the gods.

    With the dawn of our fifth build generation many of our classic designs will be going through radical redesigns to update them. One of the most anticipated is the complete reworking of our main line Fighter, the Agni!

    The Agni has been completely rebuild to be much bigger and much stronger then its previous versions. Much of its weapon systems have been revamped to accommodate much if its redesigned features. At the forefront is a fully integrated cockpit. with new Rail tech we've been able to create a retractable canopy so pilots can at last feel like their in control of a proper vessel. We've also mounted Durga Cannons to the Canopy, firing them will shoot them out in a directly from their tubes without any trajectory guidance. Great for bombing runs. To round of the list of new additions is a deployable landing gear.

    Now for the Big one! Something we've been working on for a very long time, our very own Mech Suit! Get ready for the Achilles!

    Achilles Class Mech

    (T) Indicates the total stat including docked entities
    Role: Omni-Directional Battle Platform, Heavy Assault Suit
    Generation: V
    (T)Mass: 818.6
    (T)L/H/W: 15m/51m/31m
    (T)Power Regen: 71,918.2 e/sec
    Thrust: 421.3
    (T)Shields: 52,746 Regen: 769 s/sec
    Arsenal: Dual Waist-Mounted Mini Shredder Arrays (100 DPS), Dual Shin-Mounted Durga Cannons (Dumb Missile; Dam: 1,280), Dual Heat-Mounted Mini-Shredder Arrays (140 DPS), Dual Shoulder-Mounted Shredder Arrays (220 DPS), 1 Hyper Photon Beam (Dam: 490), 1 Shoulder-Mounted Target-Lock Missile (Lock on; Dam: 11,340), 1 Arm-Mounted Atlas Cannon (2,686.7 Per Shot), 4 Gatling Shredders (280 DPS)
    Extra: Battle mode toggle

    (T)Hit Points:
    Armor: 274,562
    Structure: 217,125

    To make the Achillies Combat ready, activate the BOBBY AI Modules in its Head, Shoulders, Arms, Gatling gun, and Legs. You can toggle its battle mode posture on or off from the within the core.

    Achilles-Greek Mythology

    The great hero of the Trojan War, Achilles was the son of the goddess Thetis and King Peleus, monarch of the Myrmidon. As a child he was dipped by his mother into the River Styx supposedly granting him his legendary invulnerability in battle.

    Crimson Corp Engineers have been very busy experimenting and developing new technology with Schemadyne's Rail Tech. By combining our knowledge of turrets and AI behavior we've managed to create a specialized battle suit able to fight in the void of space. We call it the Achilles!

    The Achilles Mech suit utilizes the ODIN system. A combination of advanced turret behavior and good ol' fashioned piloting, the ODIN system will pick out targets and unleash the full force of its armaments automatically. Effectively the pilot just has to steer it in the right direction. There are 5 AI modules installed on the Achilles, 1 in the legs, shoulders, arms, Gatling gun and head. An additional AI module is installed in on its waist/core for complete automated combat. much of the Achilles's production was centered around its offensive and defensive abilities, leaving speed almost out of the equation. It does not come equipped with a Warp drive so it is mostly intended for short range engagements.

    We've also done some complete redesigns of some of our older turret models. Many have not seen an update since they were released.

    [New Refits]
    Cerberus Mark-III
    Basilisk Mark-II
    Goliath Mark-II
    Orthrus Mark-II
    Dragoon Mark-II

    Thats it for now! We've got lots more coming soon!

    its good to be back!

    CC out.
     

    Crimson-Artist

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    Once more, We are back!

    Greetings again, valued consumer! Crimson-Artist here with some more refits of our catalog!

    Oh these arn't just any refits, these were rebuilt from the ground up to utilize Rail tech.

    Lets get started! First we have a complete remake of our Drop pods.

    The Ember has gone full assault drop!


    Ember Class Droppod



    (T) Indicates the total stat including docked entities

    Stats/Pictures are of
    Version MARK-III

    Asterisks(*) indicate changes in latest version

    • Completely redesigned for Rails
    • Pod now designed specifically for assault drops
    • Pod now has logic circuitry that enables automated drops
    Role: Drop pod, Escape Pod, Football
    Generation: V*
    (T)Mass: 23.5*
    L/H/W: 10m*/ 5m/7m*
    Power Regen: 704.2 e/sec*
    Thrust: 20.9*
    Shields: 542* Regen: 5 s/sec*
    Extras: Canopy Control*, Pod Drop System*, Radar Jammer, Warp Drive (6/12 modules)*

    (T)Hit Points:
    Armor: 8,575
    Structure: 5,040


    Drop instructions are listed on the inside of the pod.

    Ember-[em-ber]

    The still burning remains of a dead or dying fire.

    With the Schemadyne releasing more technology every cycle it seems that our favorite drop pod is going to need to be retooled. Now that we have the Vapor filling the role of escape pod more appropriately we decided to shift the design focus of the Ember to a more combat oriented one. Say hello to the Ember Mark-III!

    Rail tech has allow a more dynamic pod design. While the previous versions were designed to house more than one person, the Mark-III is specifically fitted to drop one lone warrior into battle. The canopy of the pod can now open for easy access. To make the dropping process much easier we've designed a drop sequence that can be activated with the press of a button. Once activated the Pod will automatically fly forward at its target. As soon as the pod lands the canopy will open, allowing you to get right into the fray.

    Nice! Now a refit of something we developed a while ago but neglected to make some press of. Its the Prometheus Radar!

    Prometheus Class Module



    (T) Indicates the total stat including docked entities

    Stats and Pictures are of
    Version MARK-II
    Asterisks(*) indicate changes in latest version
    • Completely remodeled using new Rail Tech and Gen V Building techniques
    • Radar Dish now spins when docked
    • Class changed to "Module"
    Role: Self Contained Radar Dish, Scanner
    Generation: V*

    (T)Mass: 20.7*
    (T)L/H/W: 7m/9m*/7m
    (T)Power Regen: 1,656.8 e/sec*
    Thrust: 0
    (T)Shields: 1,189* (T)Regen: 16 s/sec*
    Extra: Scanner Array (17/6 Modules)*


    (T)Hit Points:
    Armor: 8,450
    Structure: 4,435

    Prometheus-Greek Mythology

    The Titan representing foresight. He defied the Olympians by giving the gift of fire and knowledge to Man.

    The universe is a vast and dangerous place. Foresight in the form of scanners comes with a massive trade off. Do you want more room for guns and systems or scanning equipment. The Prometheus was designed to be a modular Scanning ship capable of giving a consistent scan speed on any ship.

    We've made the Prometheus as small as we can to enable it to be installed within the default docking sizes. While not as fast as more specialized scanning ships the Prometheus does charge at the same speed while more direct scanners become slower the larger a ship becomes.

    We've also developed a brand new AMS turret, riding off the success of the Kappa. Heres the Atomy!

    Atomy Class AMS Turret

    (T) Indicates the total stat including docked entities
    Role: Anti-Missile Pod
    Generation: V
    (T)Mass: 9.7
    (T)L/H/W: 5m/ 4m/5m
    (T)Power Regen: 704.2 e/sec
    Thrust: 0
    (T)Shields: 647 (T)Regen: 11 s/sec
    Arsenal: 2 Shredder Arrays (20 DPS)

    (T)Hit Points:
    Armor: 3,875
    Structure: 2,365


    Atomy-Medeval European Mythology

    Amazingly small pixie-like creatures. Synonymous with fairies.

    With the release of the Kappa, we've began to develop new technology around missile defense. Through some R&D we've managed to miniaturize the Anti-Missile Systems to their essential elements, creating our Coin tech! The Atomy is the first of many ship components that will utilize Coin tech.

    The Atomy is designed to be a broad side turret for much larger ships. Its smallness was a priority so as not to take away from the ascetics of capital and semi-capital ships. The Coin turret embedded in the body has amazing firing angles while never breaking the dome shape of the body.

    Now we have some new turret refits! Some were very badly needed. Lets start with the Fury!

    Fury Class Turret


    (T) Indicates the total stat including docked entities

    Stats/Pictures are of
    Version MARK-II
    Asterisks(*) indicate changes in latest version
    • Completely redesigned for rails
    • Added Photon Beams
    Role: Missile pod, Anti-fighter
    Generation: V*
    (T)Mass: 39.4*
    (T)L/H/W: 9m*/8m*/9m*
    (T)Power Regen: 5,128.1 e/sec*
    Thrust: 0
    (T)Shields: 5,509* (T)Regen: 71 s/sec*
    Arsenal: 2 Target-Lock Missiles (Lock on Dam: 10,800)*, 3 Photon Beams (Dam: 30)*

    (T)Hit Points:
    Armor: 13,025
    Structure: 15,605


    Fury-Greco-Roman Mythology
    Also known as "Erinyes", Furies were spirits of vengeance and justice. They actively pursued the wicked and drove them mad.

    The Fury is finally back, completely redesigned using Schemadyne's rail tech.

    While regrettably most of the target-lock missiles had to be removed in order to accommodate the new rail tech, More power has been added to increase the overall damage output. to supplement the missile damage we've added Photon beams so it never stops attacking.

    Next lets check out a completely remodeled Arbitor Autocannon!

    Arbiter Class Autocannon




    Stats and Pictures are of
    Version Mark-II
    Asterisks(*) indicate changes in latest version



      • Completely Redesigned for rails
      • Boosted the power of the Shredder Arrays
      • Added Atlas Cannons
    Role: Autocannon, Single Axis Turret*,Supplementary firepower, Flak filler
    Generation: V*
    Mass:47.9*
    L/H/W: 19m*/5m/9m*
    Power Regen: 3,377.4 e/sec*
    Thrust: 0*
    Shields: 1,881* Regen: 22 s/sec*
    Arsenal: 2 Shredder Arrays (560 DPS)*, 2 Atlas Cannon (Dam: 1,170)*

    Hit Points:
    Armor: 17,925
    Structure: 19,270


    Designed to be a single axis turret or a fixed turret.

    Arbiter- [ahr-bi-ter]

    A person who has the authority to judge matters. Synonymous with a judge.

    Autocannons by their very nature fill the flak of their mother ship. The need for a mass produced flak filler has yielded the Autocannon equivalent of the Cerberus Turret: The Arbiter.

    Functionally the Arbiter operates much like the Cerberus. An overclocked firing mechanism increases the power of every shot at the cost of increased power usage. Alone they are not much of a threat but en mass they can deal severe damage to targets.


    Lets round this off with our status effect twins! The Argus and the Cockatrice!

    Argus Class Turret



    (T) Indicates the total stat including docked entities

    Stats/Pictures are of
    Version MK-II
    Asterisks(*) indicate changes in latest version

    • Completely redesigned for Rails
    • Added more cannons to dramatically increase the power of its pull strength
    • Added Atlas Cannons
    Role: Pull targets, Flak filler
    Generation: V*
    (T)Mass: 84.9*
    (T)L/H/W: 20m*/8m*/11m*
    (T)Power Regen: 16,229.5 e/sec*
    Thrust: 0*
    (T)Shields: 8,491* (T)Regen: 99 s/sec*
    Arsenal: 22 Shredder Arrays (440 DPS-Pull)*, 2 Atlas Cannons (Dam:298.6)*

    (T)Hit Points:
    Armor: 26,100
    Structure: 35,620


    Argus-Greek Mythology
    The Hundred eyed Giant who served the goddess, Hera. He was known for slaying the Bestial, Echidna and guarding the Transformed nymph and mistress of Zeus, Io.

    The Argus has seen a rather rocky road when it comes to development however with the release of Rail technology it has been given new life and more power! Prepare to harpoon targets and never let them go with the Argus Mark-II!

    The Mark-II boasts a completely redesigned chassis which we have also used in the refitting of the Cockatrice. Its larger and more powerful arrays have been able to pull a Isanth Zero out of its flight path and force it to crash into the turret platform of the Argus! We've also added dual Atlas Cannons to allow the Argus to deal some damage while it immobilizes its prey.

    Cockatrice Class Turret


    (T) Indicates the total stat including docked entities

    Stats and Pictures are of
    Version MARK-II
    Asterisks(*) indicate changes in latest version



      • Completely redesigned for rails



      • Boosted the power of its Petro-Beams to stop larger ships



      • Added Atlas cannons
    Role: Stop ships mid-flight, Support Turret
    Generation: V*
    (T)Mass: 90.9*
    (T)L/H/W: 24m*/ 8m*/11m*
    (T)Power Regen: 16,064.4 e/sec*
    Thrust: 0
    (T)Shields: 9,630* (T)Regen: 88 s/sec*
    Arsenal: 10 Petro-Beams (Dam: 24-Stop)*, 2 Atlas Cannons (Dam: 377.1)*

    (T)Hit Points:
    Armor: 28,475
    Structure: 41,170

    Cockatrice-Medeval European Mythology

    A Dragon-like beast with a roosters head. Its gaze was said to turn anyone and anything to stone. Also related to the serpent-like Basilisk.

    The Cockatrice has been waiting for a chance to crow for a very long time. With Rail tech available we've revived the Cockatrice and we've beefed it up to take on bigger targets.

    The Cockatrice functionally has no changed. Its Petro-Beams will hold a target in place allowing other turrets and ships to get a better shot. We've supplemented the Beams with twin Atlas Cannons so the cockatrice can now join in on the battle.


    Well thats it for now, I've got to get back to work. Got something rather big coming!

    Until next time! CC Out.

    Crimson Corp Security Camera Footage
    Crimson-Artist's Office, CCFD Acting HQ
    Time Stamp: 08:14 7-18-128


    *The Crimson-Artist Sits at his desk over looking various documents on a Tablet*
    *Eyes shifting back and forth from the tablet and the office door*
    *The Office door suddenly opens*


    Helga
    *Walks through the Door*
    “Sir”
    *Salutes*
    “The riot appears to have finally died down”
    “My teams have managed to detain most of the agitators”
    “All Employees have returned to their posts”
    “Things are much quieter but I've doubled the patrols just in case”


    Crimson-Artist
    *Looks up from his tablet*
    “Good to hear”
    *Looks back at the Tablet*
    “I also take that you've found...”
    *Glances up to see a look of unease on Helga's Face*
    “Is everything alright, Ms. Fertig?”

    Helga
    *Breaks eye contact with the Crimson-Artist*
    “Sir”
    “There was one...”
    “Casualty”


    Crimson-Artist
    *Gets up out of his seat*
    “Yes...?”

    Helga
    “He was inciting the others”
    “He also had a weapon and refused to put it down”


    Crimson-Artist
    *Walks toward her*
    “And did you relieve him of it?”

    Helga
    *Looks back at the Crimson-Artist*
    *Inhales*

    “Yes”

    Crimson-Artist
    *Puts his hand on her shoulder*
    “You were only doing your job”
    “It's to be expected”

    *Takes his hand off of her and walks past her while working on his Tablet*
    “So, as I was saying”
    “Have you found
    Rothchild yet?”

    Helga
    “Our guards have searched the entire Shipyard”
    “There's no sign of him, Sir”


    Crimson-Artist
    *looks away from the Tablet and back at Helga*
    *Raises an Eyebrow*


    Helga
    “I've spoken to several employees”
    “From what I can gather he managed to slip into one of our shipments bound for other universes”
    “The riot was the perfect cover for his escape”
    “Do you think that...”


    Crimson-Artist
    “At this point I wouldn't doubt anything”
    Carmine, caught him stealing weapons from the Security office as well as tampering with our surveillance systems”
    “I can't believe it myself”
    “But
    Rothchild could be in league with our Spy”
    “Or perhaps the Spy himself!”
    “It hasn't been a very good day for either of us”


    Helga
    “No, it hasn't”
    “Sir?”

    *Puts her hand on her holstered Blaster*
    “You would like me to go after him?”

    Crimson-Artist
    “No”
    “I will deal with that”
    “But there's now a more pressing matter”
    “My Chief of Security is gone and I need some one to make sure that there is order on my station”
    “Thus far you've done a phenomenal job keeping things tidy”

    *Walks up to Helga*
    “Can I count on you, Ms. Fertig?”
    *Extends hand for a hand shake*

    Helga
    *Looks down at the Crimson-Artist's hand*
    *Grabs and shakes it*

    “Yes, Sir”
    *Smiles*
    “And please”
    “Call me
    Helga

    *Suddenly Carmine appears at the Large Holographic terminal beside them*

    Carmine
    *Nervously looking aside*
    Umm...Dear?”
    Y-you have an Urgent message”


    Crimson-Artist
    *Looks at Carmine then back at Helga*
    “Ms. Ferti- er”
    *Smiles*
    Helga
    “I believe you have a job to do”

    Helga
    *Salutes*
    “Roger that, Sir”
    “I won't let you down”

    *proceeds out of the office*

    Crimson-Artist
    *Watches the Office door close*
    *Smile fades into a frown as he goes back to working on his tablet*


    Carmine
    “Dear...?”
    *Nervously watches as the Crimson-Artist ignores her*
    “I-I know that you're b-busy, but”
    “This message is from...”


    Crimson-Artist
    *Interrupts*
    *Shoots up from his tablet*

    “Mushroom Fleet?”

    Carmine
    *Winces*
    “Y-yes”
    “They're demanding t-that you come to MF-747666 immediately”
    “Or else”


    Crimson-Artist
    “Or else?”
    *Awkward chuckle*
    *His chuckle ends with a serious gaze*


    Carmine
    “Dear, what are we going to do?”

    Crimson-Artist
    *Sign*
    *Looks away in though*
    *Turns back to Carmine*

    “I will not leave this station”

    Carmine
    “Dear?!”
    “They'll...”


    Crimson-Artist
    *Furious*
    “I KNOW!...”
    “...What they're capable of”
    *Walks aside wiping his face with his hand*
    “Some of the most powerful Shipyards are allied with Mushroom Fleet”
    “They are strong”
    “But without their leader they are foolish”

    *Breathes heavily through his nose*
    “They'll burn this station to the ground!”
    *Grits teeth*
    “AND ALL BECAUSE OF A TRAITOR!”
    *Suddenly and angrily tosses his tablet at Carmine*

    Carmine
    *Fearfully ducks*
    *The tablet passes right through her and smashes into the impenetrable glass window behind her that over looks the shipyard*
    *Cautiously looks back at the Crimson-Artist*


    Crimson-Artist
    *Still breathing heavily*
    *Sign*
    *Sits down in one of the lounge chairs besides the Holographic pedestal to relax*

    Carmine...”

    Carmine
    *Responds to her name*
    *Slowly gets up*
    *Looks at the Crimson-Artist with both concern and fear*


    Crimson-Artist
    “I trust you”
    *Inhales*
    “You've been with me since the beginning”
    “Before this Shipyard”
    “Before my rise”
    “Before everything!”
    “You're the only one who truly cares about me”

    *Looks directly at Carmine*
    “You're the only one that will never betray me”

    Carmine
    *Looks at the Crimson-Artist confused*

    Crimson-Artist
    Rothchild
    *Gets up out of the chair*
    “One of my most trusted friends scammed me”
    *Begins to walk toward Carmine*
    “Whatever his reasons he destroyed my respect for him”
    “And that hurts me more than the damage he's done to this company”


    Carmine
    *Steps back*

    Crimson-Artist
    “And you know something?”
    “It bugs me that with all our Guards”
    “All our Cameras”
    “The hundreds of employees through out this station”
    “That we could just lose some one”

    *Tilts head*
    “Aren’t you always watching?”
    Carmine?”

    Carmine
    *Gasps*
    *Covers mouth in shock*
    *Begins to back away as the Crimson-Artist gets closer*


    Crimson-Artist
    Carmine?”
    *Closes in on her*
    “Trust, you see”
    “Is all that I ask for”

    *Stands face to face with her*
    “And Trust...”
    “...When lost...”


    Carmine
    *Steps into an invisible wall and can't back away any further*
    *Attempts to disappear but some force is restricting her*
    *Rendered Completely speechless and panicking*


    Crimson-Artist
    *Gets right up into Carmine's Face*
    *Looks straight into her terrified eyes*

    “...Is never Won again...”

    -Security Feed End-
     
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    Crimson-Artist

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    I know its been awhile but I've finally uploaded a new R&D log! This one is about the fact we can now use logic with jump drives as well as some of my observations with it.

    For everyone waiting for the next RP post is i'm still writing the next chapter but the ships I want to release are done. One of them just needs to have its trailer finished while the other is ready to go.
     
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    Crimson-Artist

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    Greetings Valued Consumer!

    Crimson-Artist back again with more great and timely refits.

    As you may have noticed, Schemadyne has released a modified version of the Storage chests that allows more cargo possibilities.

    We here at Crimson Corp have been hard at work reworking our systems to accommodate this change and we have for you is the new and improved Hephaestus!


    Hephaestus Class Freighter




    (T) Indicates the total stat including docked entities
    Stats/Pictures are of

    Version 2.2
    Asterisks(*) indicate changes in latest version
    • Replaced old docks with new rail ones. plus added 4 more to accommodate smaller cargo containers
    • Added Cargo Support
    • Added Kappa AMS Turrets
    • Further Increased the Power of the Thumper Arrays
    • Further Increased the Power of Target Lock Missile Batteries
    • Removed Push Pulses
    • Added More Docking options
    • Added controls to drop cargo on either side of the ship
    • Remodeled the Interior
    Role: Freighter, Small Scale Tugboat
    Generation: III
    (T)Mass: 1,109.7*
    -Mass(Max Cargo): 1,209.7*
    Power: 203,788* Regen: 62,393 e/sec*
    (T)L/H/W: 58m/ 32m*/29m
    Thrust: 1,024.8*
    Shields: 31,341* Regen: 1,067 s/sec
    Cargo: 1,000 v (4,000 Advanced Armors)*
    Arsenal: 6 Thumper Arrays (540 DPS)*, 2 Target-Lock Missile Batteries (Lock on; Dam: 17,485.7)*
    Extra: Beam Tow, 2 Salvage Cannons (0.1 Blocks/sec- Number misleading) Scanner (212/432 Modules)*, Warp Drive (605/605Modules)*, Radar Jammer
    Docks: 2 CCFD Medium Cargo Docks, 4 CCFD Mini Cargo Docks*
    Turrets: 5 Kappa AMS Turrets*


    Hit Points:
    Armor: 419,750
    Structure: 261,215


    Hephaestus-Greek Mythology
    The God of the forge and craftsmanship, Hephaestus was responsible for creating the mythical equipment of the gods such as Hermes' winged helmet and sandals and Achillies' Armor. He is associated with industry and was worshiped by artisans throughout ancient Greece.

    When the popular, Armadillo came up for refurbishment it unfortunately did not meet our new higher standards for ship building. Instead of spending an exorbitant amount of time refitting it we decided it would be better to design a successor. Enter the Hephaestus, Bigger and more powerful in every way to its predecessor it was developed to take advantage of the our Cargo Packs.

    Numerous attempts at designing the Armadillo's successor had failed. Mostly due to the Standardizing of our Docking Spaces. After some time we've revised some of our docking sizes but chose to maintain our SPV sizes as it has proven to be extremely versatile. 6 new Thumper Arrays have been installed, slow firing but none the less powerful rounds can slice through shields with ease while twin Target Lock Missiles make up the finishing blows. Defensive Systems include a Radar jammer to sneak through hostile territory. A Beam tow has been installed to bring in Freight and any other goods you might find.

    Now we didn't just redesign our freighter and leave you high and dry.

    We've also incorporated the new Cargo systems into our Cargo packs so that you can haul goods too and from with ease
    .

    Cargo Container Pack
    Cargo Container (Medium Sized)

    Role: Cargo Containers, Standardized Freight
    Generation: N/A
    Mass: 122.3*
    -Mass(Max Cargo): 4,222.3
    L/H/W: 21m/9m/11m
    Power Regen: 3,84.8 e/sec*
    Thrust: 99.6
    Shields: 15,861* Regen: 456 s/sec*
    Cargo: 41,000 v (164,000 Advanced Armors)
    Extras: Siphon Cargo switch (Requires Dock)*

    Hit Points:
    Armor: 57,300
    Structure: 38,495


    Cargo Container-Tiny (Small Sized)
    Role: Cargo Containers, Standardized Freight
    Generation: N/A
    Mass: 20.3*
    -Mass(Max Cargo): 850.3
    L/H/W: 7m/7m/7m
    Power Regen: 845.1 e/sec*
    Thrust: 11.5*
    Shields: 1,062* Regen: 22 s/sec*
    Cargo: 8,300 v (33,200 Advanced Armors)
    Extras: Siphon Cargo switch (Requires Dock)*

    Hit Points:
    Armor: 11,800
    Structure: 3,920


    Cargo Container-Big (Large Sized)

    Role: Cargo Containers, Standardized Freight
    Generation: N/A
    Mass: 797.8
    -Mass(Max Cargo): 24,997.801
    L/H/W: 43m/17m/21m
    Power Regen: 73,976.8 e/sec
    Thrust: 1,196
    Shields: 113,918 Regen: 1,100 s/sec
    Cargo: 242,000 v (968,000 Advanced Armors)
    Extras: Siphon Cargo switch (Requires Dock)

    Hit Points:
    Armor: 362,950
    Structure: 287,900


    Download is a Zip containing all 3 types as well as each of their 9 color variants. Also comes with a folder containing template versions


    Stats/Pictures are of
    Version 2.0
    Asterisks(*) indicate changes in latest version
    • Redesigned for Cargo Update
    • Added Rail Support
    • Added new Large Sized Container
    • Added toggle-able "Siphon Cargo" mode to allow cargo containers to act as inventory extensions
    • Included template versions of each type. Templates only come in one color and are modified. Some feature an enhanced cargo capacity
    Schemadyne's new Cargo tech has prompted us to redesign the Cargo Packs yet again to take advantage of this new economic opportunity. All Cargo packs now feature the ability to siphon cargo from its host ship in order to act as an extension of that ships own cargo capacity. We've also designed a new Large container that can hold nearly 1 million advanced armor pieces. Finally, each of the 3 types comes in 9 different color variants. Grey being the default.

    Well its a small update but we have a lot more work to do. Namely a big project that should be unveiled very soon.

    Until next time! CC out.


    Rothchild's Digicam Footage
    Industrial District, Dul-frit Station, Universe HT-435768
    Time Stamp: 17:32 7-18-128


    [BOOT SQUENCE COMPLETE]
    [SYSTEM ONLINE]
    [VLOG ENTRY 079-RECORDING]

    *The feed comes online and with Rothchild's back facing it while he walks along a back alley*

    Rothchild
    *Turns to look into the camera to check if everything is working properly*
    Hmm
    Everything still works
    Ok
    *Keeps walking while looking into the camera*
    *Clears throat*
    Its been a while but this is Harold Rothchild, Now Ex-Crimson Corp Security Chief
    I've recently discovered that my Former Employer and friend, The Crimson-Artist, has been replaced with an impostor who has been purposely directing the company into one disaster after another
    This Impostor has been systematically getting rid of those closest to the real Crimson-Artist, people like me, who pose a threat to his plans whatever they are
    *Briefly stops to look ahead then keeps moving*
    This Impostor... Is none other than the Crimson-Artist's own assistant, Eugene
    He never liked the Crimson-Artist and is the only person beside our Central AI, Carmine, who has the deepest access to our company's core systems
    Carmine...
    He's been ordering the elimination of all former employees by placing bounties on their heads so large that every Omniverse Bounty Hunter will be hunting us down
    No doubt I've got a pretty fat one now
    *Chuckles*
    How ironic
    I've been corresponding with fellow Ex-Employees, Efram and Juanita Cortez, that our only chance for survival is to reconnect with our friends that have been fired
    *As he walks along the alleyway the sound of people begin to get stronger*
    We've agreed to split our efforts. Efram and his sister will attempt to find our Former Chief of Engineering, Andrew Montague
    I on the other hand, will be looking for our Former Rift tech Director

    *The alleyway ends up connecting to a busy street filled with Hover cars and people going to and from*
    *In front of Rothchild, Across the Street, lies a massive factory building*
    *Just beyond the Factory beholds a multi-layered vista*
    *A Futuristic city skyline appears as dark silhouettes over the Factory with the setting sun casting its light through the Station's semi-transparent Dome*
    *The Dome mimics the presence of an atmosphere and creates the glow of a Twilight sky*
    *However the Shadow of the Trading guild's Spire-like Station in the background stands as a reminder of the illusion*

    Rothchild
    *Looks up at the Name on the Factory Gate and then back down at his fabricator*
    *Sign*
    Joyce
    *Smiles*
    This really is cute

    *The words “Poploi Chocolate Factory” are emblazon across the Gate arch*
    *Just then a loud noise blast through the air*
    *Dozens of employees begin to leave the various buildings on the property*

    Rothchild
    *Hides behind the gate peeking in at the all the employees*

    *A large group of factory works emerges from the largest building, walking and talking as they leave*
    *In the back of the group a short female figure walks alone*
    *Head hung low wearing an old cap to cover her eyes*
    *The light of the Stim stick in her mouth glowed briefly as she takes a drag from it*
    *Rothchild turns around leans against the gate and acts natural*
    *As the group pass through the outer gate and on to the sidewalk all of the employees seemingly move in unison in the opposite direction away from the lone girl*
    *The group passes Rothchild while murmuring among themselves and passing disdained looks in the direction of the girl*

    Girl
    *Stands alone in the middle of the sidewalk*
    *Glances in the direction of the group then looks down*
    *Sign*
    *Turns and begins to walk away*

    Rothchild
    Ya know
    If he could see you now, he'd be having a pretty good laugh

    Girl
    *Tenses up*
    *Slowly turns her head*
    *Sees who called out to her and immediately looks away*
    *An awkward silence falls between them*
    *The Sitm stick in her mouth drops to the ground*
    *Suddenly takes off running*

    Rothchild
    *Startled*
    Joyce!
    Hang on
    *Gets up and starts running after her*

    *The girl runs as fast as she can, darting across the street and dodging traffic with Rothchild in hot pursuit*

    Rothchild
    *Narrowly gets hit by a hover car*
    Joyce!
    Stop!
    *Makes it across the street*
    *Stops on the sidewalk exhausted*
    *Pant* “Why does she always have to make things hard?
    *Recovers then scans the surrounding area*
    *Groans*
    Where did she go!?
    *Starts looking around frantically as dozens of people walk by him*
    *As he looks in all directions he notices several people seemingly turn away as soon as he looked in their general direction*
    *Nervous*
    That can't be good

    *Rothchild suddenly hears a load metallic crash from one of the alleyways on his left*
    *He runs to to the alley just to spot Joyce still running having knocked down some metal shipping containers in her way*
    *He continues to chase after her down a windy path of decrepit back alleys*
    *Joyce recklessly rushes down a dank and dirty alley filled with trash and other broken industrial equipment*
    *Joyce quickly looks over her shoulder to see if Rothchild is still following*
    *As she is distracted she runs too close to a series of broken exhaust pipes and gets slashes on the arm*
    *Taken by surprise and reeling from the pain she spins around and trips on a small crate*
    *She lands on a pile of trash bags, the force of the fall crushes whatever was in the bags*
    *Her cap goes flying*
    *She screams out in pain*
    *A sharp pain is felt through out her body as she tries to examine what she landed on*
    *She lifts her arms to find them covered in blood*
    *She rolls off the bag to find that it contained large dirty glass tubes and both intact and shattered pieces now litter the ground around her*
    *Rothchild rounds the corner and spots Joyce on the ground bleeding*

    Rothchild
    *Concerned*
    Joyce!
    *Runs over to her*

    Joyce
    *Looks over her shoulder*
    NOOO!
    *Gets up and runs*
    *In pain she stumbles and slips on some intact glass tubes and falls*
    *Her knee lands on an intact glass tube, shattering it*
    AHHHHH!
    *A large piece of glass has lodged itself in her knee*
    *Rolls over in pain but only succeeds in pushing in the other glass pieces embedded in her back further in*
    *Tries bite her lip to hold in the pain*
    *Tears form in her eyes*

    Rothchild
    Joyce!
    *Kneels down to examine her*
    You need help. You're bleeding bad

    Joyce
    Jus...Just...Get away from ME!
    *Tries to scuttle away from him*
    I'm Done with him!
    *Leaves a bloody trail as she crawls away*
    You can't make me go back!

    Rothchild
    Joyce
    You're gonna bleed to death at this rate.
    Let me help.

    Joyce
    I can...I...make it...
    *Breathing slows*
    D-don't….tou..ch
    *Stops crawling*
    Cree...Creep
    *Collapses*
    *Eyes barely open*

    Rothchild
    *Hesitates for a second*
    *Picks her up and carries her*
    I'm taking you to a hospital
    Just try to stay conscious
    *Starts to walk away with Joyce in his arms*
    *Sees her begin to close her eyes*
    *Nervous chuckle*
    *Faints struggling to hold her up*
    Oh, you're heavy...
    D-did you gain weight?
    What have you been eating?

    Joyce
    *Eyes open slightly more*
    *Tries to punch him but only manages a light tap on the cheek*

    Rothchild
    It's gonna be alright, Joyce...
    *Sees that Joyce's skin has started turning pale*
    *Feels her blood drenching his cloths*
    ...I think
    *Tries to maneuver his arm so he can check his fabricator for the closest hospital*

    Joyce
    A-appart...ment
    Close
    *Points in a direction*

    Rothchild
    *looks around to see if he'd been followed*
    Sure
    Lets get you patched up

    -End Vlog Entry-
    -Uploading-
     
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    How is it going with updating the frigates and fighters? I see you have added and updated alot of the turrets.
     

    Crimson-Artist

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    How is it going with updating the frigates and fighters? I see you have added and updated alot of the turrets.
    its going to good. i've got another refit of the agni thats already to go and im working on updating the Mahina atm. although most of my capital ship production is kind of shifting between some newer projects as well as refits. Things r a bit hectic now that im back from my vacation but i should be able to get back into the swing of things
     

    Crimson-Artist

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    I've been in a kind of'a non building mood for a while so i decided to start sketching again and was able to create another picture.

    Its Joyce! I've modified some aspects of her original design such as giving her a mini skirt instead of jeans. I've also tried to emphasize her unkempt hair and the bags under her eyes since one of the influences of her design is Tomoko from Watamote. I particularly like the way her pajamas came out, quite cute for such a hardcore girl.

    As a small update to things i've done some building and was able to design a special boarding catapult that is is able to keep track of a target. i've finished a few total redesigns of my turrets so those will be release along with my next big project.
     
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    I've been in a kind of'a non building mood for a while so i decided to start sketching again and was able to create another picture.

    Its Joyce! I've modified some aspects of her original design such as giving her a mini skirt instead of jeans. I've also tried to emphasize her unkempt hair and the bags under her eyes since one of the influences of her design is Tomoko from Watamote. I particularly like the way her pajamas came out, quite cute for such a hardcore girl.

    As a small update to things i've done some building and was able to design a special boarding catapult that is is able to keep track of a target. i've finished a few total redesigns of my turrets so those will be release along with my next big project.
    As a fellow artist, thats a thumping good job. On a side note, how the devil did you manage to make a tracking boarding catapult? I want to see that in action.
     

    Crimson-Artist

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    As a fellow artist, thats a thumping good job. On a side note, how the devil did you manage to make a tracking boarding catapult? I want to see that in action.
    thanks! i appreciate that. The catapult is actually quite simple. Its a normal Cannon-Cannon turret + a transporter + gravity module. Use transparent blocks like area triggers or open plex doors and you can artificially extend the gravity well of an entity. since your in the gravity of the turret barrel when it moves you move with it. currently the catapult can launch a player over 1km.
     
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    thanks! i appreciate that. The catapult is actually quite simple. Its a normal Cannon-Cannon turret + a transporter + gravity module. Use transparent blocks like area triggers or open plex doors and you can artificially extend the gravity well of an entity. since your in the gravity of the turret barrel when it moves you move with it. currently the catapult can launch a player over 1km.
    That's awesome. I've got to try that with my orbital drop invasion ship. That would help keep the ship out of range of any short range planetary defense guns and it'd also allow the ship to stay out of the planet's gravity well, allowing it to use turrets and other dockable items.
     

    Crimson-Artist

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    Its been awhile and the trailer for my next release plus the next chapter of the story(This one is quite interesting) is taking a little longer than expected so im going to show off what i've been working on lately.

    This a new Anti-Capital Orbital Cannon/Mobile Space station that ive been building for some time. Its so old that i originally started working on it right before rails came out and only now recently decided to continue work on it.

    It'll pack quite a punch and will feature a lot of interesting gravity switching mechanisms to allow you access to some of its areas. however the most unique aspect of this is the fact that everything is built sideways!

    You must be wondering why in the hell would I build this massive ship in the wrong direction. Well...

    In order to give you all a cool view of when it attacks targets. I wanted to create the same feeling of awe when a massively powerful orbital gun fires at a target like in the first level of halo 2. So i had to design around the games AI that only senses and shoot in one direction: Forward. With all the new updates such as rails and thrust mechanics i'll be able to pull this off better than i could've ever hoped for.

    Next is the massive reworking of the World Reaper, the Mark III.

    Its more than twice the size of the original and will feature more powerful mining arrays. It'll also have some of the gravity switchers similar to the orbital cannon to enable passage to the escape pods that are facing downwards.

    Lastly is a kind of Station constructor ship.

    Now its not actually going to build stations for you but it will aid you in its construction. In essence its going to be a glorified cargo freighter as it will be able to hold a massive amount of blocks. Its intended for you to use it with the Cargo tab in your inventory as it acts as a access to any entities cargo hold.

    However what will make this ship cool is that it will feature a transformation ability that shifts it from ship mode to constructor mode. It'll be comprised of several sections that will move and fold out when you activate construction mode and when it done it will look like a space station. Couple that with the special logic activated parking break contact docking technique that I developed it'll be more of a station then just a ship floating in space.
     

    Crimson-Artist

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    Greetings, Valued Customer!

    Crimson-Artist Here yet again with another content release.

    Some of you maybe wondering how we can create all of our amazing creations.

    Well thats due in part to our extensive research and development department conceiving and testing countless prototypes.

    Well I've decided to release that technology to you our valued customers so you can create your very own tech.

    Presenting our R&D lab, Metis Station! It even comes with its own release trailer.


    Metis Class Research and Development Station
    (T) Indicates the total stat including docked entities
    Role: Research and Development Space Station, Testing Platforms
    Generation: V
    (T)Mass: 22,337.801
    L/H/W: 291m/138m/181m
    Power: 10,058,409 Regen: 1,287,436.7 e/sec
    Shields: 3,035,154 Regen: 12,204 s/sec
    Cargo: Storage/Factories-5.1k, Shipyards-10k
    Arsenal: Heat Seeker Swarm x16 (Heat Seeker; Dam: 33,600)
    Extra: Dual Shipyards, 2 Shipyard Undocker Beams, 2 Auto Docking Nets, 2 Turret Testing Platforms, 24 Storage Chests, Admin Teleport Center, Scanner System, Block Showroom, Logic R&D Site, 3-Floor Smart Elevator, Lock Down Mode
    Turrets: 12 Artemis Turrets, 4 Atomy Turrets
    Docks: 6 USD docks, 2 Multi-Docking point Landing Pads, 2 Eshu Docks, 8 Shipyard Parking

    Hit Points:
    Armor: 6,414,825
    Structure: 6,069,075


    Metis- Greek Mythology

    The Titaness of generation, wisdom, And good advise. She served as both Zeus's first wife and his most trusted adviser.

    Eshu Class Utilitycraft x2



    Role: Turret Anti-Missile Testing Ship
    Generation:
    V
    Mass: 24.8
    L/H/W: 10m/16m/11m
    Thrust: 76.5
    Power Regen:
    1,196.2 e/sec
    Shields: 220 Regen: 5 s/sec
    Arsenal: Twin Dumb Fire Dummy Missiles, Dummy Heat Seeker Swarm

    Hit Points:
    Armor: 11,625
    Structure: 8,505

    Eshu- Yoruba Mythology

    The Trickster god of the Yoruba People of modern day Nigeria. As the god of communication, chaos and ambiguity he will often cause mischief and strife in the hopes of maturing his victims.

    Crimson Corp is a company built on being on the cutting edge of innovation. For many solar cycles we have done our experiments in our own home universe. With the periodic release of new Schemadyne tech we've made substantial upgrades to our existing R&D labs and now we believe that our consumers should share in the use of our equipment. Crimson Corp is proud to present, Metis Station, our signature testing facility!

    Metis Station has been in the works for over a Solar Cycle and has been through countless refits and upgrades. So much so that body work was completed ages ago and all the work up till now has been refitting the station to conform with Schemadyne's newer tech. First and foremost is that this station is designed to test and develop new technology, not to use as a base of operations. But that doesn't mean that its not without its own self-sufficiency systems.

    Metis Station features 3 Floors. The bottom is a public lounge and gathering room. It features 2 large landing pads for smaller ships as well as 2 Main USD docks for larger ones. The middle and top floor are for authorized Personnel only. The Middle Floor is the main production floor and features factories, Storage Chests, Shipyard Controls, as well as a block Show room. The Top floor is the Logic R&D site were you can build and test logic devices.

    Since the nature of testing requires you to constantly move in and out of the station, We've provided a Special Admin Call Back Point. If you have Admin powers then you can instantly teleport (Tab+F8) into this conveniently placed ship to get into the station without any trouble. This Point also comes installed with a powerful scanning system in the event you need to scan the surrounding sectors for trouble.

    She features 2 Shipyards for the construction of small to medium ships. A modest factory system has been set up to support the building of components. When ships are finished they can be pushed out of dock using our special undocker beams built into each dock. If you so wish we've also set up a Auto Docking Net that will catch ships that were pushed.

    For the development of turrets we've installed 2 turret testing platforms. These platforms are linked into the stations power reserves and can supply any turret with as much power and mass enhancement as needed. They also can be extended and retracted to fit nearly any sized turret.

    If you wish to test the Anti-Missile capabilities of a turret or your ship then we've also provided two of our newest Utilitycraft, the Eshu. The Eshu has two types of damage-less Dummy Missiles it can fire. Two fast dumb fire missiles for normal missile strikes and a heat seeker swarm for testing against multiple threats.

    For those interested in experimenting with logic then we've set up a large Logic R&D site on the top floor. Here you can test various logic contraptions with the help of our various pre-built circuits. There is also a second Admin Call back point here for instant teleportation.

    In the event of an attack Metis Station can enter Lock Down Mode. This will restrict docking on all but a few ports and retract both turret testing platforms. All rotating objects will stop in preparation for battle. 12 Artemis Turrets can hammer enemies with a barrage of missiles. For extreme cases you can use the Heat Seeker Swarm system to destroy anything and we mean anything that comes your way.

    With that said every blueprint purchase comes with a some minor legal documentation.

    Nothing major just some patent agreements, tech royalties, etc.

    Now for something else.

    Now boarding has always been a tricky practice. Getting to your target can be just as dangerous as tackling the crew.

    So using Metis Station we've developed the first ever tracking Boarding Catapult.

    Presenting the Einherjar Catapult!


    Einherjar Class Astronaut Catapult




    (T) Indicates the total stat including docked entities

    Role: Boarding Turret
    Generation: V
    (T)Mass: 198.8
    (T)L/H/W: 1021m/12m/15m
    (T)Power Regen: 26,948.9 e/sec
    (T)Thrust: 24.3
    (T)Shields: 20,748 (T)Regen: 297 s/sec
    Arsenal: 2 Reverse-Kinetic Shredder Arrays (DPS: 880- Pull 100%)
    Extra: Transporter System


    (T)Hit Points:
    Armor: 79,025
    Structure: 65,600

    Einherjar- Norse Mythology

    Meaning "Lone Fighters" The Einherjar were Warriors who died in battle and were rewarded with entry into Valahalla. There the undying Warriors fight, eat, and train in preparation for the final battle known as Ragnarok.

    For those swash buckling spacers who enjoy taking it to the enemy man to man trying to get aboard an enemy ship can be just as dangerous as the battle to come. With careful testing we've developed a unique way to deliver soldiers into the fray with the Einherjar Catapult turret!

    The Einherjar mechanically functions no different than your average turret with the added functionality of a gravity cannon built into the barrel. When the Einherjar begins to attack a target its barrel will attempt to follow the target as best as it can. All members of the Boarding Party can then transport directly into the Barrel using the Teleporter system. The Launching process is as simple as walking forward through the doors. Boarding party members will then be launched using the Einherjar's own massive gravity field up to 1km away. Although the Einherjar can track targets fairly well it is still highly recommended to use a grapple beam in order to ensure a secure landing on a hostile ship.

    in addition to these new products we're also releasing some refits of our other creations.

    [New Refits]
    Agni Fighter Version 5.1
    Daemon Turret Mark-III
    Hydra Turret Mark-III

    We've still got a lot of projects coming down the pipeline so please stay tuned.

    CC Out.
     

    Crimson-Artist

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    Greetings yet again, Valued Consumer!

    Crimson-Artist here for another amazing catalog update!

    Its been requested more times then I care to mention here. But its time to bring out the new and improved

    Worldreaper!


    WorldReaper Class Super Harvester


    (T) Indicates the total stat including docked entities

    Stats/Pictures are of
    Version 2.5
    Asterisks(*) indicate changes in latest version

    • Replaced old docking system with new Rail system. As a result all turrets have been placed with their rail complaint versions.
    • Removed old Pickaxe dock and old SPV dock with a new drone dock
    • Comes equipped with the new Pickaxe Mark II mining drone
    • Re-optimized weapon systems
    • Added USDs
    • Added Cargo system that transfers when docked.
    • added an Auto charge system for the Jump Drive. When activated will automatically charge the drive up to 90%.
    • Added Inner ship remote to activate the auto salvage arrays.
    • Redesigned interior
    Role: Large-Scale Harvester, Asteroid tow
    Generation: I (redesign)
    (T)Mass: 9,289.9*

    Max Cargo Mass: 10,699.9
    L/H/W: 125m/59m*/55m
    Power: 6,245,641.2* Regen: 473,354.4 e/sec*
    Thrust: 6,067.2*
    Shields: 542,159* Regen: 10,043 s/sec*
    Cargo:
    2 Medium Cargo Holds*

    42,100 V
    Main cargo hold. Storage chests are already connected to the USDs to enable cargo transfers.
    1 Medium Aft Hold*
    56,800 V
    Hold mainly used as a repository for Pickaxe mining hauls. Mined resources will automatically be transferred from the Pickaxe when docked.
    Arsenal:
    8 Siege-Grade Debris Breaker Cannons*

    Cannon+Cannon 100%+ Punch-Through Effect 100%
    Damage: 39x4, 108x4
    DPS: 3,920
    4 Debris Destroyer Cannons*
    Missile+Damage Beam 100%+Punch-Through Effect 100%
    Damage: 108,000
    2 Debris Vaporizers*
    Missile+Damage Pulse 56.9%
    Damage: 289,434.4
    4 Cutter Beams*
    Damage Beam+Cannon 100%
    Damage: 200 per tick
    Extras:
    277 Salvage Cannons

    Salvage+Cannon 100%
    Salvage Power: 30 per array
    Use "Auto Salvage" to auto fire the array. Removing the need to press the mouse button.
    Beam Tow System
    Damage Beam+Cannon 100%+Pull Effect 100%
    Faces backwards to pull asteroids.
    Anti-Gravity System (Stop 100%)
    Warp Drive*

    1 Jump Drive system
    5,784/4,645 Modules
    Has a logic Auto Charger connected. Press "Auto Charge" on the flight mode hotbar to activate. Charges to 90% automatically.
    Turrets:
    2 Daemon MK-III Turrets*
    2 Hydra MK-III Turrets*
    2 Cerberus MK-III Turrets*
    2 Goliath MK-II Turrets*
    6 Kappa 1.1 Turrets*

    Docks:
    1 Pickaxe MK-II Drone*

    Drone can be launched/retrieve from flight mode.
    1 Prometheus Radar MK-II*
    Switch to in order to use scan system

    Hit Points:
    Armor: 2,195,725
    Structure: 3,182,945

    Now that the Worldreaper is up to date with current Schemadyne tech we've also reworked its companion in mining.

    The Pickaxe!

    Now more versatile then ever! Its been completely redesigned as a drone!



    Pickaxe Class Drone


    (T) Indicates the total stat including docked entities

    Stats/Pictures are of
    Version MK-II
    Asterisks(*) indicate changes in latest version

    • Completely redesigned for rails.
    • Role changed from drop pod to mining drone
    Role: Mining Drone, Small-scale Excavator
    Generation: V*
    (T)Mass: 69.9*

    Max Cargo Mass: 177.9
    (T)L/H/W: 27m/11m*/13m*
    Height changes when docked. Rail wings fold up and down.
    Power Regen: 2,416.8 e/sec*
    Thrust: 123.1*

    Rail Wings contain Thrusters. checking "Inherit Thrust from docks" is highly recommended
    Shields: 2,286* Regen: 33 s/sec*
    Cargo:
    1 Small Cargo Hold*

    10,800 V
    Extra:
    1 Salvage Cannon*

    Salvage Power: 200 per tick

    Hit Points
    :
    Armor: 34,700
    Structure: 20,410

    The Pickaxe was always an odd creature within our catalog. Its purpose highly specialized however times keep changing and the old pickaxe was soon forgotten. Fortunately new advances in tech has allowed us to completely redesign the Pickaxe for it to once again take center stage.

    The Mark II is a complete redesign. Infusing it with rail tech the Pickaxe now qualifies as a Drone. It is outfitted with a single powerful salvage array. This array is powerful enough to completely break down blocks of material instantly. When the Pickaxe has been launched it will now spread its wings and fold them back when docked; compacting the overall size of the vessel.

    Now that you have one of the best mining duos is the omniverse you're gonna need something to haul all those resources home.

    Thankfully our engineers have made some improvements to the Hephaestus to help it carry more weight and escape from fights automatically.


    Hephaestus Class Freighter


    (T) Indicates the total stat including docked entities

    Stats/Pictures are of
    Version 2.3
    Asterisks(*) indicate changes in latest version

    • Integrated 2 Medium Cargo Containers into the ship itself. dramatically increasing the amount of cargo it can carry.
    • Installed a jump drive charger.
    • Installed an Emergency Jump charger. When shields have dropped below 70% the charger will activate automatically enabling a jump to escape attackers.
    • Minor cosmetic finishes
    • Added an alternate version called the 2.3 Lite which does not contain the integrated cargo containers.
    Role: Small Freighter
    Generation: III
    (T)Mass: 1,354*

    Max Cargo Mass: 2,534*
    Power: 203,788.7 Regen: 70,069.4 e/sec*
    (T)L/H/W: 58m/ 32m*/33m*
    Thrust: 862*
    Shields: 60,440* Regen: 1,980 s/sec
    Cargo:
    1 Large Cargo Hold*

    118,000 V
    Arsenal:
    6 Thumper Arrays

    Cannon+Cannon 63%
    Damage: 69.3 x2, 60.7 x2, 56.3 x2
    DPS: 540
    2 Target-Lock Missile Batteries
    Missile+Damage Beam 71.4%
    Damage: 17,485.7
    Extra:
    Beam Tow

    Damage Beam+Cannon 100%+Push Effect 100%
    2 Salvage Cannons
    Salvage+Cannon 100%
    Salvage Power: 26
    Scanner
    212/619 Modules*
    Warp Drive
    581/678 Modules*
    Has a logic Auto Charger connected. Press "Auto Charge" on the flight mode hotbar to activate. Charges to 90% automatically.
    An Emergency Jump charger will automatically activate when shields have dropped below 70%. Having Auto Charge activated will lower the charge time.
    Radar Jammer
    Turrets:
    5 Kappa AMS Turrets*


    Hit Points:
    Armor: 524,800*
    Structure: 255,310*

    Now for something completely different....Seriously.

    We've experimented with the tech that has allowed our customers to board ships with ease.

    Our last endeavor created the Einherjar Catapult. Effective but still limited.

    Today I'm proud to announce a new tool for boarding parties!

    Our Boarding Missile,

    The Cinder!


    Cinder Class Drop pod




    Role: Boarding Missile
    Generation: V

    Mass: 27
    L/H/W: 20m/9m/9m
    Power Regen: 1,095.2 e/sec
    Thrust: 88.9
    Shields: 1,062 Regen: 22 s/sec

    Arsenal:
    1 Pulse Drive
    Damage Pulse
    Damage: 500​
    Extra:
    Toggle-able Light Shield

    Forcefield armor activates when the the Cinder has undocked to give it more defense for its approach. Shield deactivates when docked.​
    10 Player Occupancy
    Up to 10 players can ride inside of the cinder. More may ride along outside however they will not be as protected as those inside.​

    Hit Points:

    Armor: 13,100
    Structure: 7,350


    With the design success of the Einherjar Catapult we began brainstorming new ideas on how to better improve the success of boarding parties. A recent Schemadyne software patch to damage pulse systems was the answer to our question.

    The Cinder is a specialized Hard Missile designed to piggy back on the star ship AIs behavior when utilizing the pulse system. When a valid target is within range the cinder will immediately fly at it at full speed till its within melee range. It will then attack the target with its pulse system however lasting damage is not the systems purpose. the boarding party may ride along within the Cinder or even on top of it to get to their target.

    Since speed was top priority defense and cost had to be down sized. Thankfully we have provided a light shield as extra armor. This shield will automatically activate when the cinder is launched.

    And that's all for now, folks.

    Our pauses between releases may be long but we use that time to work on new tech to change the way you navigate the universe!

    Please stay tuned for more catalog updates!

    This is the Crimson-Artist.

    Signing out.
     
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    Reilly Reese

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    About damn time there's an update to this thread.
     

    Crimson-Artist

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    About damn time there's an update to this thread.
    sorry bout that. there was a period where i was too bored to build anything. Now that I got these released hopefully i can get back to work on my more larger projects.

    I have some more stuff thats finished and ready to be released. hopefully the next content release or so will include the next chapter of the story as well.