Star Wars Roleplay: Chaos

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Type 2.5 Nebula-class Corvette

Corvette_newsletter.jpg

Image Credit: Elite Dangerous


Intent: Taking the long road...

PRODUCTION INFORMATION
Development Thread:Manufacturer:Model: Type 2.5 Nebula-class Corvette
Affiliation: Closed Market,
Modularity: NA
Production: Limited
Material: Double-layered Mandalorian Steel Armor Plating, Alusteel Hull and Frame

DESCRIPTION
As a new generation of warships bring their might to bare upon the enemies of the Mando'ade, the ancient and venerated designs of days gone by begin to show their age. Ever mindful to the needs of the Mando'ade, the shipwrights and engineers of Mandal Hypernautics are again at the forefront of Naval science, marring modern metals and construction techniques with tried and true warship designs that have served the clans for centuries.

However, practicality and time constrains necessitate an alternative option to simply replacing the entire Mandalorian Navy. For that reason, the engineers of Mandal Hypernautics have worked with a number of engineers from rival companies to create a modular upgrade package capable of bringing existing warships up to current naval standards. Though these upgrades require an extensive retrofit and anywhere from a few weeks to a handful of months in drydock, the end result is far cheaper and quicker than simply manufacturing entirely new ships.

The retrofit process begins with entirely gutting the ship of its existing electronics systems and cabling, removing the reactor, hyperdrive, ion drives, sensor suite, communications suite, energy shielding emitters, and peeling off the outer armor of the ship. As new cabling and electronics are snaked throughout the hull of the ship, the previous reactor is replaced with a powerful Firestorm Isotope-5 Reactor, several banks of capacitors, and emergency power cells scattered throughout the ship. The previous hyperdrive is replaced with the advanced MandalTech 500 Series Hyperdrive (with royalty payments made to MandalTech for the use of their product) and the ship's new outer layer of armor is laid down. Far lighter than traditional Durasteel, the Mandalorian Steel armor plating can be double-layered with an underlay of Tenloss's TTAA-C (again with royalties paid to Tenloss for the use of their product) mesh to maximize protection without compromising the ship's previous speed and maneuverability. With the new armor in place, advanced ion thrusters are now secured to the aft of the ship as extra strength retrothrusters, maneuvering thrusters, and emergency thrusters are secured throughout the ship's hull.

At this point the ship's new shielding system is installed upon the hull, consisting of a dual layering of Retribution Ray Shields and Thermal Deflector Shields and backed up by ArmaTech's Aegis Receptor Nodes (royalties paid for use of their product). Followed swiftly by a new sensor suite, targeting suite, ECM and ECCM systems, upgraded point-defense systems, and a number of other proprietary upgrades to various electronics and software.

While the original Nebula Corvette was one of the earliest Mandal Hypernautics designs and was, ironically, designed around the concept of making economic choices to lower construction costs, the Type 2.5 Nebula Corvette was designed around the concept of taking the numerous engineering accomplishments made by Mandal Hypernautics in the years since then and applying them to a ship that is simple, reliable, and (most importantly) durable. Included in the design is a pair of modified "light" variants of the increasingly popular ACS-803 Energy Siphon Cannons. These lighter model Energy Siphon Cannons operate to identical standards as the original in all regards other than in overall damage potential. The weapon packs roughly an eighth the punch of the original model but also benefits from marginally superior tracking speeds thanks to the smaller size of the weapon. In this way, the Light Energy Siphon Cannons of the Nebula have no problem tracking small frigates and corvettes at close ranges.

Designed primarily to engage opposition with batteries of weapons arranged into broadsides, the Nebula sees a drastic reduction in overall damage output when it attempts to spread its firepower more evenly. Additionally, while the majority of the offensive and defensive weapons of the design are arranged into broadside batteries, the Flex-Tube Launchers incorporated into the design are mounted axially and are only capable of being fired at targets in the prow-arc of the ship.

Strengths
  • Heavy Brawler at Close Ranges
  • Thick, Double Layered Armor Plating
  • Advanced, Double Layered Shields
  • Fast and Agile
Weaknesses
  • No Long Range Weapons
  • No Hangar
  • Ammo Dependant Point Defense
  • Limited Fire Arcs
TECHNICAL SPECIFICATIONS
Classification: Heavy Corvette
Role: Escort
Length: 180 meters
Power Core Generator/Reactor: Firestorm Isotope-5 Reactor, Capacitor Banks, Emergency Power Cells,
Hyperdrive Rating: (High) Class 0.6, Class 10 Backup
Minimum Crew: 50
Optimal Crew: 20
Passenger Capacity: 125
Cargo Capacity: 600 tons
Consumables: 6 months
Sublight Speed: Average (Low Reverse)
Maneuverability: Average
Defensive: High
Armament: Moderate

Gun-countHANGAR
  • None
NON-COMBAT ATTACHMENTSEncrypted Communications Systems Advanced Navigational SystemsREFERENCE HYPERLINKS
 
RESEARCH REVIEW
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Star Wars Canon:
Pending initial review
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Starwars Chaos:
Pending initial review
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WITHOUT DEV THREADS
Pending initial review
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WITH DEV THREADS
Pending Initial review
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SUGGESTIONS
Pending Inital review
 
Captain Larraq said:
War Games | Mandalorian Clans Dominion Of Axxila & Bandomeer The Mandalorian Crusade | MC vs GR Invasion of Kashyyyk
There's really a lot to sift through in there. Can you tell me which specific posts in those threads are related to this submission?



Captain Larraq said:
Weaknesses No Long Range Weapons No Hangar
I don't think that either of these are really weaknesses, especially compared to the template heavy corvette.

I could see a case for "no long range weapons" being a weakness if that was the standard weapon, but they're not. Most long range weapons are consequently balanced in some way to compensate for their advantage with either power draw or some other characteristic.

Heavy corvettes by default do not have a hangar.

To be clear, I could get behind both of these as weaknesses if this ship had the same ratings for everything as the template heavy corvette, but with the extra systems, enhanced defenses, and the speed of this craft, I do not think that this really balances out quite right.



Captain Larraq said:
Sublight Speed: Class 7 (Class 9 Reverse)

This is 2 speeds faster than the standard heavy corvette, and with the addition of the overdrives, this can potentially be pushed to "5", which makes this as fast as a standard gunship. I can see a speed of 9 with the overdrives, or potentially a speed of 7 depending on the development, but I can't see this having both of these features given everything else on the ship.



Captain Larraq said:

I see this referenced briefly in the submission, but I would like to see a bit more detail about this. What ECCM systems does this have? Or how do they work?
 
Captain Larraq said:
Please read the original submission first.
I have read it.

I think what you may be implying (and I could be wrong in this), is that the speed and the armament ratings from the old submission should carry over to this one.

However, as Lisette has pointed out previously, these ratings are not equivalent to the ratings that we currently use in the new system.

Please let me know if I'm misunderstanding the intent behind your post, or if you wish to make a further point.
 
[member="Gir Quee"]

The previous speed and armament rating are in line with the new standards via submission modification requests.

For a reference, please see the statement by both Liz and Raziel in regard to Mandal Hypernautics and other ships when compared to the current Armament Rating standards.
http://starwarsrp.net/topic/81774-new-starship-template-standards/

While I am more than glad to work with you in regard to balancing this submission, I cannot bring myself to alter the new design from the existing speed and armaments of the previous designs. As this is a retrofit, not a new design entirely, such alterations simply do not make IC or OOC sense. If they are acceptable on an existing design, then they are acceptable on future designs. In addition to this, these ships (the Haran'uliik and Nebula) were used in Valiens' last attempt at a map-based fleeting attempt. Valiens was contacted and asked if these two ships classes could be used with Mandal Hypernautics' Overdrive Engines and Maneuvering Thrusters included as after-market add-ons. Valiens, the Codex Admin, deemed this to be acceptable and their use in his even was approved.

So, if an Admin is fine with these ship designs using additional speed/maneuvering modifying technology submissions in an actual competitive roleplay thread.... then why are they an issue in the factory?
 
Captain Larraq said:
[member="Gir Quee"]

The previous speed and armament rating are in line with the new standards via submission modification requests.
Are we talking about this post?

Because if so, that post predates the current starship standard by nearly a year. I'm not against the ship having the same performance compared to the standards back then as it does now. However, an armament rating of 16 would be perceived as a boost in power based on the standards now.

The speed scale has slightly changed as well with the new template ships. This has been a relatively small change.

But I'm not so much interested in exact details as I am in the broad strokes of balance.

This is what I see right now, based strictly on looking at the current template:

-High weapons
-High defense
-High speed

If you see one of these areas as being different in your interpretation of them, let me know, and we can figure something out. Here is the reasoning behind my perception of these strengths:

Weapons: I could be wrong on this, but I count 132 capital guns and 24 defense guns. The main thing to note is that each of the ACS Energy Siphon Cannons are worth 40 turbolasers each according to the linked submission. For comparison, the standard heavy corvette has a rating of 16 with 42 turbolasers and 4 defense guns. My most immediate recommendation would be to remove the siphon guns, and we'll be all set here.

Defense: The old submission does not have a defense rating that I can see. Because of that, I am going to compare it with the heavy corvette defense rating from the current template. With the overall ratings at 16, this is close to the current heavy corvette rating of 14. I think you intended to balance the improved defense against energy weapons with reduced hull integrity. But a hull integrity rating of 14 is average based on our current standard. In addition, this has three shielding systems with special effects as well cap drains. I think that these effects push it past the current standard, though I think they could be offset with development. My recommendation would be to lower hull integrity to 10 and do development for the other defensive shields systems and the cap drain.

Speed: As I understand it, a speed of 7 was the standard for corvettes around 200 meters in length when this was first approved. The corvettes at 150 meters (both the carrier and heavy variants) is now listed at 9. Therefore I think that if this is going the same speed as an average corvette of 200 meters, this would make it move at speed 9, rather than at 7. There is also this tidbit in the corvette template section for speed now:

Typically requires development: Below 5 for a 50m vessel or 7 for a 180m vessel with a low armament.)
This proves that while it is possible to have a speed of 7 for a vessel of this size, it generally will need a low armament, another tradeoff, or development. For reference, it's worth noting that a speed of 7 is now standard for picket corvettes, which are around 80 meters long.

My recommendation would be to make the speed 9 and keep the advanced engines. I am open to other suggestions that you may have to balance this out.
 
[member="Gir Quee"]


Gir Quee said:
Are we talking about this post?

Because if so, that post predates the current starship standard by nearly a year. I'm not against the ship having the same performance compared to the standards back then as it does now. However, an armament rating of 16 would be perceived as a boost in power based on the standards now.
Nope. These two posts. Written as the new standard was announced.
http://starwarsrp.net/topic/81774-new-starship-template-standards/

Lily Kuhn said:
In all seriousness, that's just an issue of perspective. If your own average ship is ~16, that doesn't change the "real" average, run-of-the-mill military ship. Just means you are holding your ships to a higher standard, and thus more heavily armed. Numbers from 2.0 are no longer even used, so keep in mind these ratings are based on the new 3.0, which is a bit different.

Raziel said:
Just so people are aware, the example ships aren't hard limits but they're supposed to be good starting points. If you make a ship with stats above these, don't be surprised if you get asked to add weaknesses to balance. You'll note that some of them are maxed out in a particular area (hangar size, weaponry, etc.), but none of them are maxed out in all areas.

The template is supposed to support a wide variety of ships, not pigeon hole you into a set of classes. But it's a balance between speed, manoeuvrability, armament rating, defensive rating, size of hangar and special features.

I'd recommend anyone new to starships copies and pastes the example ship closest to what they're after and tweaks from there! :D

If people think there's a massive gap for an example ship, let me know!
Additionally....

Gir Quee said:
Weapons: I could be wrong on this, but I count 132 capital guns and 24 defense guns. The main thing to note is that each of the ACS Energy Siphon Cannons are worth 40 turbolasers each according to the linked submission. For comparison, the standard heavy corvette has a rating of 16 with 42 turbolasers and 4 defense guns. My most immediate recommendation would be to remove the siphon guns, and we'll be all set here.
The entire reasoning behind moving towards the Armament/Defensive Rating system and away from the old armament listing system was to get rid of the D*ck measuring contests that were happening with starship submissions and total armaments. There is no, nor has there ever been, a hard and fast standard for what does and does not qualify as an armament rating. If someone lists a ship as having total guns X and Armament Rating Y, but you feel that armament rating Y is a low value for the total number of guns.... then just assume that the individual guns on the ship are fairly crappy and move on. All that really matters is that a ship with armament rating 17 pumps out more damage than a ship with armament rating 16.

That being said, I will happy reduce the armament to a single energy siphon cannon if that makes you feel more comfortable. I wanted two for the purposes of allowing the ship to have an even broadside against two opponents at once, but I can live with only having a single such weapon in the design. Alternatively, I can reduce the conventional weapons to allow the energy siphon cannons to feel more appropriate in scale.


Gir Quee said:
Defense: The old submission does not have a defense rating that I can see. Because of that, I am going to compare it with the heavy corvette defense rating from the current template. With the overall ratings at 16, this is close to the current heavy corvette rating of 14. I think you intended to balance the improved defense against energy weapons with reduced hull integrity. But a hull integrity rating of 14 is average based on our current standard. In addition, this has three shielding systems with special effects as well cap drains. I think that these effects push it past the current standard, though I think they could be offset with development. My recommendation would be to lower hull integrity to 10 and do development for the other defensive shields systems and the cap drain.
I would roll with you on this one, except for one thing.

IC, I don't feel this makes sense. Mandalorians are a people... a race and a culture... where the two most honored professions are warriors and metal smiths. As a result of this cultural significance in metal craftsmanship and just... the quality that is expected of metal creations from Mandalore in general... I just don't feel that a lower hull or armor rating would make sense for these designs. And keep in mind. Please... keep in mind, as this is the most important aspect of judging these 2.5 Submissions... Each of these ships is constructed with a set minimum standard. The hull integrity and the quality of armor plating is expected to meet X minimum standard between all 5 designs that are going through the factory. And, as Liz said in her post when the current guidelines were revealed to the writers of Chaos, "If your own average ship is ~16, that doesn't change the "real" average, run-of-the-mill military ship. Just means you are holding your ships to a higher standard, and thus more heavily armed."

So, I understand the standpoint you want to take here... But I have to argue that these ships, as they are products of Mandalorian Metalsmiths, would be held to a higher standard than what you are trying to argue for.

Also, this ship does not have three shield systems. It has two shield systems and a support system designed to allow a secondary ship to "heal" another ship's shields remotely (this node only allows this ship to be the receiver of this "healing" and does not enable this ship to "heal" the shields of another ship). And the Cap Drains (in addition to the Ion Shielding, Ion-Scrambler, Tractor Shroud, HIMS, Guidance Jammer, and "Agrinium enhanced Tenloss TTAA-C") are the specific systems that allow each of the ships in the Type 2.5 Project to have an ECCM Defensive Rating of 14.


Gir Quee said:
Speed: As I understand it, a speed of 7 was the standard for corvettes around 200 meters in length when this was first approved. The corvettes at 150 meters (both the carrier and heavy variants) is now listed at 9. Therefore I think that if this is going the same speed as an average corvette of 200 meters, this would make it move at speed 9, rather than at 7. There is also this tidbit in the corvette template section for speed now:
As is posted Here and shown in the following image
f31b3248-e50f-4f26-9cea-ca8f9a2c8aa2_zps5e770d7d.png

Corvettes (with the maximum size of a Corvette being 200 meters) have an "appropriate" speed rating that ranges anywhere from 7/20 to 9/20 depending on the individual design, not on the exact length or size of the ship in question. Additionally, I would point to the fact that this submission is for a Retrofit of an existing design. Consider it a re-submission if you will. But at the time when the 20-point speed scale was released to the factory, I entered into polite discussion with the Judge/Admin in charge of handling submission modification requests and spoke to said individual about the Haran'uliik Frigate and Nebula Corvette. I explained that the entire design concept of these ships required that they be fast and politely asked for speed 7 instead of speed 8 on the 20-point speed scale, stating that the Haran'uliik and Nebula were designed to operate at identical speeds and stay in formation with one another. This request was considered acceptable and the two ships were rewarded the speed of 7 that you currently see on the existing submissions.

I understand where you are coming from, but I cannot agree to these speed ratings being reduced in any way, as doing so would conflict with IC logic and the OOC standards that these submissions are intended to uphold.
 
[member="Captain Larraq"], I think that the biggest issue standing in our way right now is that I don't understand how this balances out, in terms of broad brush strokes.

How does this ship compare to the heavy corvette template example in terms of offensive power, defensive power, and speed?
 
[member="Gir Quee"]

Well, at Armament Rating 16, Defensive Rating 16, it's matching the "base line" Heavy Corvette in weaponry and has higher quality defenses than the standard design. Keep in mind though, this ship design massively pre-dates the existing templates and references you like to utilize. Using the old 2.0 system, the ship was designed as an average "balanced" Corvette with entirely average speed and armament that sacrificed its entire hangar complement to get increased general durability (IC). And when the 3.0 speed guides came out, there was no direct correlation between the 2.0 and 3.0 speed guide and it was confirmed that simply doubling a ship's speed rating was an inaccurate means of translating 2.0 to 3.0... So the ship ended up with speed 7 instead of speed 8 because operating at high speeds was a core feature of the Nebula's design.

Keep in mind, my standards for a "heavy" ship and your standards are different. For me, a defensive and armament rating of 14-16 is the absolute standard for a general purpose warship. Anything that is a 13 or lower is for a non-combat support ship that is designed to operate in the rear lines as artillery support, logistical support, or electronic warfare support. IMO, nothing less than an 18-19 will do for a "Heavy Brawler" (previously called "assault" on the 2.0 ship guide).

Those are simply the stats that a ship must have in order to competitively fill a given "role" in a battle formation. The 2.0 Guide understood this and created a standard where each ship was roughly comparable to each other ship and everything was fair and equal so long as writers behaved themselves. The 3.0 and 3.5 Guide is typically treated more like a tilt-a-whirl with ships being shoe-horned into a massively wide range of armaments that, quite honestly, often entirely negate the reason for having these ratings and guides in the first place.


IMO, the ship balances out because it does. The core of the design is older than the 3.5 guidelines (which are, according to the people who created them, a starting point and not the gold standard) and, as such, holds itself to a more rigid standard of balancing. Also, if you go back and look at the ship examples, you'll notice that for the Corvette range of ships you do not even have a "standard" Corvette. You have a Heavy Corvette, a Carrier Corvette, a "Small/Fast Corvette", and that's it. For Frigate, you have a Flak Frigate, a Heavy Frigate, a Carrier Frigate, and an Escort Frigate... and we're left to assume that the "average" frigate is somewhere between the 250 meter Escort Frigate and 500 meter Heavy Frigate. But again... the Factory, at this time, does not have a "Standard, Balanced Ship" for any single class of ship, with the exception of the Star Destroyer (which appears to be an "Assault" Star Destroyer from the 2.0 guide) and the Balanced Star Destroyer... which is the only "standard" ship from the 2.0 guide to be included in the current factory guidelines.



So. I get where you are coming from and I understand why this may seem like an odd design to you, based on how you were trained to Judge ships. But this ship and the Nexus Cruiser... they are as base-line as it gets. They are high quality, sure. I wouldn't have them here if they weren't high quality. But the only reason they should seem questionable is because the existing guide overlooks "standard" ship designs. At the time of its creation, "standard" was the bread and butter of the 2.0 guide and everyone who was making ships knew them well enough that nobody felt they needed to be addressed. Or maybe they were simply overlooked. I don't know.

But yeah... It's a balanced ship.
 
[member="Captain Larraq"], so in other words, this correlates to the old "balanced corvette"? Basically an all around average corvette with no real notable strengths or weaknesses?
 
[member="Gir Quee"]

More or less. The difference between the "starting point" that is in use now and the standards that I hold my designs to comes down to history and quality, effort put into the design of a submission, exc. The retrofit package is designed to take the "old reliable" balanced design and nudge it forward. A little bit better durability. A little bit better weaponry. A little bit better electronics. exc.
 
Now that I have a better grasp of what you're trying to accomplish, we can move to more concrete actions.



Captain Larraq said:
Development Thread: War Games | Mandalorian Clans Dominion Of Axxila & Bandomeer The Mandalorian Crusade | MC vs GR Invasion of Kashyyyk King of the dust Hill (Mandalorians vs Sith) The Terminus Facility Space Capitalist with a Gun: Mandalorian Invasion of Roche We'll See You Now (Mandalorians vs The Primeval) False Flags (New Order, Mandos, League of Red Skirmish on Aeten II) Road to Mandalore

Please give me exact posts for these threads.



Captain Larraq said:
2x ACS Energy Siphon Cannons
I have no issue with this design using some sort of energy siphon cannon. However, I do want it to be clear that these would not be as powerful as the ones that this is linked to. I'd recommend either writing something in this submission that reflects that or making a new tech submission for a smaller scale energy siphon cannon.

Once I understand the development behind this, I will get back to you with more comments and a way forward.
 
Gir Quee said:
I have no issue with this design using some sort of energy siphon cannon. However, I do want it to be clear that these would not be as powerful as the ones that this is linked to. I'd recommend either writing something in this submission that reflects that or making a new tech submission for a smaller scale energy siphon cannon.

Once I understand the development behind this, I will get back to you with more comments and a way forward.
I'll have to read through the threads myself to double-check what's going on in them. But the Nebula is one of the most often used Corvette-sized Escorts for the Mandalorian Faction. So, most of these threads utilize Nebula in a supporting role. But I'll get something figured out for you soon.

In regard to the energy siphon cannons, want me to just label them as "Small Energy Siphon Cannons" with a note that they are, in all regards, half strength versions of the standard model?
 
Captain Larraq said:
In regard to the energy siphon cannons, want me to just label them as "Small Energy Siphon Cannons" with a note that they are, in all regards, half strength versions of the standard model?
I'd be fine with that. I'd appreciate it if you would provide a rough description of their effects within the ship submission description itself as well, simply because there does not seem to be a good, easy reference to them.
 
[member="Gir Quee"]


Went ahead and added a few lines at the end of the description about the energy siphon cannons.

Here's the breakdown of the threads.


Terminus Facility Space: Naast'ika leads a formation of Nebula Corvettes, Haran'uliik Frigates, and other frigates against a CIS fleet and several smaller One Sith fleets.

Road to Mandalore: Best thread ever. The Primeval sends a fleet to attack Mandalore and encounters a wild Larraq. Much pewpew occurred on that day. Fleet included Nebula Corvettes.

King of the dust Hill: (pretty much the whole thread) The skirmish that immediately followed the Invasion of Dromund Kaas. One big fleeting battle for the planet. Included a 21km Mandalorian Fleet including several Nebula Corvettes.

False Flags: (pretty much the whole thread) New Order sends a fleet to attack Aeten II using Republic transponder codes. Lots of naval combat over the planet and around an asteroid field. Nebula Corvettes were in use by Hyperion Security / Clan Dem'adas Navy.

Capitalist with a Gun: (unsure how many posts) The Mandalorians show up at Roche with a 20km fleet of warships and faced off against a 20km opposing fleet while the rest of the faction focused on fighting for Nickel One. Fleet included 2x Kandosii Dreadnoughts, 2x Concordia Dreadnoughts, 4x Keldabe Battleships, 1x Skira Battleship, and a number of supporting frigates, cruisers, and corvettes.

Suffer the Consequences: (pretty much the whole thing) The Mandalorians, salty over unrestricted Republic expansion in the east, show up over Coruscant with a fleet of warships that includes the Mythosaur Super Carrier, two Kandosii Dreadnoughts, three Keldabe Battleships, three Kyramund Battleships, four Jehavey'ir Assault Ships, and a host of supporting cruisers, frigates, and corvettes, including Nebula Corvettes. During the "negotiations" Larraq targets the Jedi Temple with the same Assault Concussion Missiles (from the Kandosii and Jehavey'ir) that were used to destroy the world of Serroco in canonical history. (which got Larraq yelled at)

The Mandalorian Crusade: (unsure how many posts) Aedan Miles, Rach Vizla, and a few others bring a fleet of Mandalorian warships to face off against Reshmarand his Republic fleet. Displaying what is viewed IC as a poor performance against the Republic Fleet, the IC actions here are used as the grounds for launching the Type 2.5 Retrofit Program, which is intended to modernize a sizable portion of the older warships still in active duty with the Mandalorian Clans' naval forces.

War Games: (all posts including the "Location: Space between Axilla and Bandomeer") Several members of the Mandalorian Clans participate in what is essentially a very expensive game of laser tag with Warships. Data collected from this simulation is used in determining which Mandalorian ship designs require updating with the retrofit package.
 
[member="Captain Larraq"], at a quick glance, some of those threads seem to being used in the Kandosii and several other previous submissions as development threads. While I am okay with that, I feel that I should mention that they will not count as much towards development if the same posts are being used for multiple projects.

It is getting late for me, but I will have a more detailed response tomorrow as I look at the threads.
 
[member="Gir Quee"]

I know a lot of these threads are being cross-used for these five ships. The original plan was one project, one submission, one review process, one round of edits, one round of development threads... But this is, apparently, what the Factory wants. =/
 
[member="Captain Larraq"], please change the Energy Siphon cannons strength to somewhere between 1/8-1/4 of the original.

Give me some sort of practical combat weakness that could be potentially exploited in a certain situation, like a fire arc restriction, and this will be ready for approval.
 

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