So I decided to try something novel. The maneuverability of a small ship, the accuracy of a turret, and saving space by only applying passive Ion to the armor, and not the rest of the ship. The Idea came about after I did some testing with the transfer-ability of passive effects on turrets, and how turning speed is affected by docked entities.
1) First test showed that if I put passive Ion on a turret, with very minimal 220 shields, that 60% damage reduction would be passed to the mother-ship. Even if the mother ship didn't have Passive Ion installed. Cool! What this means is that I could only apply ion to the armor shell. This would result in dramatic savings with ion blocks needed for Ion effect.
2) Turning speed is determined by the dimensions of the mother-ship only. So I could have a very small 3 block mother-ship with huge 1000 block docked turret, and it would turn the same as if I had a 3 block ship. The problem comes in when you start considering thrust to mass ratio.
So with these in mind I decided to make a Defiant V4 which was later dubbed Defiant Mk4.
I built 3 main entities simultaneously jumping in and out of different cores as I built the whole ship as one.
The Helm Entity:
- Main Power
- Thrusters
- Passive Push "Impulse"
- Passive OverDrive
- Jump Drive (Over Clocked insta-jump)
- Radar Jammer
- Allot of Inter-Ship remotes linked to Wireless blocks.
The Shield/RP Entity:
- Shields
- RP Space
- docked shuttles
- docked Offensive Weapon Turrets (phasors, and quantum torpedoes)
The Armor Entity:
- Advanced armor skin
- Passive Ion
- Passive Punch Through
- Passive Pierce
- Docked Anti-Missile Turrets
So how did it go?
Well it didn't go very well.
Biggest Problem: AI is stupid. they would only fire about 10 to 25% of the time. I was getting creamed in test trials, while my turrets were just sitting there twiddling their thumbs. And don't even think about taking on a Pirate station. If I was in a empty sector with only one enemy ship, they performed well, but other than that... utter failure.
In an attempt to overcome this issue I included a manual over ride for the weapon systems. But this introduced bigger problems. I could only get the Phasors (Cannon/Cannon/OverDrive) fire rate up to 2/sec vs. the standard 5/sec. And I couldn't aim, which really sucked. This was especially bad for the torpedoes (Missile/Beam) I couldn't lock them on. And I couldn't tell when then the recharge was ready. I ended up building a 45 second timer and linked it to the manual torpedo button. It turned out nice, I got it down to 19 blocks, but I still couldn't lock on.
(A screen shot of when the AI actually engaged )
Also you'll notice that the shield effects are red. This is because the armor skin only has one shield recharge block. This is necessary to get the Ion effect to pass to the Shield Entity.
The next big problem. The armor skin didn't stop all the damage. My mother-ship which I was trying to keep as small as possible to maintain maneuverability, was constantly taking small bits of damage here and there. I ended up having to add a small shield to the mother-ship. I'm not sure if it's Pierce effect that's getting through my armor, or if the shots are managing to get in between my armor blocks at an angle or something.
So what went well?
1) Well, the maneuverability went really well. I was able to more than double it. I was able to keep up with Isanth's pretty well. It was relatively easy to keep them in front of the ship.
2) The OverDrive for sure and I think the Push effects only had to be big enough for the mother ship. This saved allot of space considering the mother ship was only like 1.5K mass.
3) Armor effects were allot smaller considering I only needed enough effect blocks to cover the 4K mass armor shell.
4) The warp drive (over clocked Jump drive) was freaking awesome
What I expect to change with upcoming bug fixes and features:
1) AI should get fixed soon, this is the main problem of this failed experiment.
2) I expect there will be a way to control turrets from the mother-ship in the future
3) I suspect AI will be able to use passive effects in the future.
2) Over clocked jump drives will probably be gone really soon
3) Turning speed will be fixed and no longer be tied to only the dimensions of the mother ship. But hopefully this will include a way to increase turning speed in other ways.
4) passive effects on the mother-ship will have to be big enough to account for the mass of docked entities
5) If damage is somehow going in between armor blocks to get to my mother-ship, hopefully this will get fixed.
Possible solutions:
1)Put main shields on the mother-ship to avoid mother ship taking damage
2)Make armor shell thicker to absorb pierce effect.
In the end it's a very maneuverable battle cruiser that couldn't hit the broad side of a barn if it was in the barn
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