And why don't you want that? I though seperation from the mothership was a good idea immediately after launch.Removing it will launch the drone in a straight line about 150m from the rail.
And why don't you want that? I though seperation from the mothership was a good idea immediately after launch.Removing it will launch the drone in a straight line about 150m from the rail.
the collision will, unless the mother-ship is easily 20,000 x the mass of the total drones, throw it severely off balance. Even then it'll probably still get chucked around, generally it's best to avoid collision launchers as the mechanics behind collisions are unpredictable at best. Usually what happens is the drone will detach, get stuck for a moment, and then spin around wildly out of control, and the mother ship will do the same as well until both are clear of each other.And why don't you want that? I though seperation from the mothership was a good idea immediately after launch.
Your comment about efficiency beat me to the punch... my refined designs, while still ugly, are far more efficient with shield gens than they were with raw armor... maybe not as cost effective as most of the stuff here, but the Sledge is still absurdly powerful for what it is, how light it is, and how much it costs compared to the same tonnage of my turreted weapon systems.the collision will, unless the mother-ship is easily 20,000 x the mass of the total drones, throw it severely off balance. Even then it'll probably still get chucked around, generally it's best to avoid collision launchers as the mechanics behind collisions are unpredictable at best. Usually what happens is the drone will detach, get stuck for a moment, and then spin around wildly out of control, and the mother ship will do the same as well until both are clear of each other.
This also comes with significant lag, so doing it with many drones is almost certain to kill your server.
Fireshock
Efficiency is such a loaded statement... that said, your missing a couple of important factors here.
To the victor go the spoils - In any battle, whomever wins can expect a huge payday. In the case of a drone war the winner can expect around 70-80% of their investment back. It may take a while, but recovering all those drones means you won't have to harvest all those mats again.
Ease of materials - end game, materials are so plentiful there's really no need to have a cost efficiency aspect to drones. The main premise of being cheap is not because of material difficulties in replacement, it's more of a time saving thing when getting started. Once built, your horde of drones can easily expect to be recovered after any successful engagement. Should you lose the entire horde, you can easily grab a world eater and make a few thousand more!
Out of date- A vast number of the drones under CC are so far out of date they really need to be redone, combine this with things labeled as drones but not really drones and you've got a hot mess. I myself have only recently updated one of four main drone designs under CC. The rest are all internal builds that I really should get around to releasing.
Side note; if you're having trouble finding a certain material, go search some asteroid belts nearby, each specific belt contains only four types of asteroids. Belt don't got the one you want? try another, once you've found it, it will always respawn in said belt. So Rammet and Sertise are actually fairly easy to get. Just keep on looking.
Now to update all my drones in CC cause they're really really old..
I have taken in to account asteroid belts. Rammet and Sertise spawn on blue asteroids(Larimar) which are so rare that you can give up on finding them reliably. Their only source are planets. That combined with a fact they are used to make shield capacitators which of you can never put enough on a ship is why I said shields shouldn't be on cost effective drones. My example drone only uses Canons. Which are made from Hylat. Which spawns on Ice Asteroids(Dolom). Which can be farmed in huge amounts at any time because they are very common in far outer asteroid belts.Side note; if you're having trouble finding a certain material, go search some asteroid belts nearby, each specific belt contains only four types of asteroids. Belt don't got the one you want? try another, once you've found it, it will always respawn in said belt. So Rammet and Sertise are actually fairly easy to get. Just keep on looking.
Fireshock
the first part... how long is your reset time? once you clear a sector of asteroids and it unloads, it will respawn more of its ilk (instantly). you can literally fly around a belt until the end of time with the default reset timer. which means these asteroids are not at all rare in the least bit. They'll be in every sector of that asteroid belt... forever.
I have to wonder whether you're not used to asteroid farming in general, or if you're just a once and you're done sort of fellow. In any case, the asteroids which you have mentioned are very easy to find, if you know how to obtain them. I think your cost analysis may be a bit premature because of this.
that being said, cost efficiency is a negligible factor in carriers. by building any capital ship you're acknowledging there will be a substantial upkeep. the only major concerns you should have are how many drones and when to deploy them. Since cost effectively making a drone has nothing to do with how much you can cram into a single space, you have to look at not just costs, but returns on your investment.
This is why efficiency is a loaded word. A situation analysis is required on top of just cost, as well as results in their optimal AND sub optimal situations, with a weighted scale required to properly judge. Basically cost isn't the only factor here, even if A costs less than B how do we know that A performs better than B across the board in EVERY situation. Answer: we don't, judging purely by cost isn't effective in itself.
to say mine are cheaper! boom i win! cannot work as a definitive method. Your carrier is no more powerful than mine just cause your drones are lower cost. It may be easier to produce initially but that means little in the long run. The actual case may be quite the opposite really, I wouldn't know until I compare both carriers in action.
not to say that i haven't considered cost effectiveness, but I've come to the conclusion that the cost of the drones themselves is almost nothing after combat. Assuming you lose the combat you're out a ton of resources no matter what you were using, carrier, drones, battleship, etc. Since replacing an entire carrier is a costly endeavor the required mats for the drones will be substantially less, to the point where you don't even notice it anymore.
In the end of the combat you have to ask yourself, was my 1,000,000 credits worth of drones worth killing that 120,000,000 credit battleship? Or was it more acceptable losing 800,000 credits worth of drones because they couldn't get the job done.
could you pleas explain what that dose and its uses in mod detail as i am a littal confusedI was bored working on my torp bomber and I decided to test a new concept.
JUMP SLEDS.
As you can see the sled went to plaid.
Still needs lots of testing to find all the kinks and the logic on the test bed is deliberately bulky to handle a couple of overclock circuits for charging.
Final result should be a nice compact 3x3x2 device for delivering lots of little problems from large distances.
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Screw it, this concept is too cool not to try in extreme measures.
Time to build a carrier based around long range force projection.
cool ideaIt is a sled that you dock something to, you then dock the sled to your desired mothership or launching platform.
The sled charges its jump drive with power from the mothership/launching platform, when you undock it it will immediately launch into a jump.
After it is done with its jump it will undock whatever you docked to it, allowing it to go about its business.