[quote=@WilsonTurner] *ahem* Larger starships would have, in all reason, better speed than any fighter. That's simply because with advanced technology, it's less about the mass and the engines, and more about how you use it all. It may take a bit longer to get started up and everything, but a fighter is more dependent on engines and energy production constraints- they have RCS and actual engines. Most of my ships, if I were to ever get around to doing any of them, would not actually have any 'engines' as you would say, simply RCS pods and the like- for maneuvering. It'd simply be six sublight drives, each one set for a different direction. Up, down, forward, backward, to the left, to the right. The heat they produce forces them to be next to the hull, but they're still better hidden and less detectable than your great big shiny engines.[/quote]Speed in space is a bit complex thing. The context it's used here is "how fast X moves in combat?". It's the best to assume space fighters have overspecced engines which can give them the best possible acceleration while larger ships try for the more consistent performance and fuel-efficiency. Afterall, they're the ones spending weeks and months in space while fighters are serviced and refueled at least once per battle. That being said, yes, realistically there's no point in space fighters but hey, I'm just giving you a reason here. [quote]It's just that with more mass, the harder it is to [i]change[/i]. When you're speeding up, it's like pulling on a rope that's frayed and not taken care of very well- gets easier as you go. The rope will eventually snap, and that's when I'd have my regular ships be able to use their FTL drives efficiently, with much less heat produced and the ability to cooldown faster and go again, when they exit. Simply put, I see speed more as acceleration, and it's hard at first, then gets easier. The smaller, the easier you start, and the faster you reach the easy-peasy zone. If it's a massive ship, it's harder to get started. Like rolling a boulder down a slight slope- hard at first, then gets easier. It's easier with a basketball sized rock, easier to slow down or change direction, and harder with a car-sized one.[/quote] Yeah, that's why I'm actually scratching my head with all these "super-maneuverable" ships. I don't ban them or anything but it does worry me. This eliminates many cliche space battle tactics, including the space fighters of course. Exactly for this reason I wonder how some of these "strike warships" even got to the battlefield. Some of these may require even larger "ship carriers" just by going how compact and overspec-d they are. I'd imagine an average ship would have 50 speed and 25-30 maneuverability. Generally maneuverability stat less than what speed they have is more pleasing to my eyes. [quote=@WilsonTurner] [center][h1]The Hocklyn Slaver Empire[/h1] [h3]Stellar Dominion[/h3] [/center] [hr] [u][b]Faction Overview[/b][/u] The Slaver Empire is that of what it says- in simpler terms, the Slaver Empire is exactly what the name says, and that is an empire of slavers. The Hocklyns take over worlds with primitive, modern, or advanced civilizations, and are absolutely ruthless in quelling rebellion, going from dueling their leaders and then stringing up their spines for their people to see, to nuking city after city for as long as they rebel.[/quote]Your faction is looking good. We need the evil sneaky kind. :lol Checking your ship now: [quote][img]http://fc09.deviantart.net/fs70/i/2011/081/3/4/cirrus_class_lightship_by_progenitor89-d3c7pk9.png[/img] [b]Name:[/b] Commonly known as the "Sneaky Bastard," but officially known as the Cirrus-class Lightship. [b]Dimensions:[/b] 250m length, 100m from center of mass to farthest reach point [width] [b]Crew:[/b] 13 [b]Battle Points:[/b] Unassigned [u][b]Spacecraft Attributes[/b][/u] [List][*][b]Hull:[/b] 15 (most of it structural, very little to no armor at all, besides the stuff used against micrometeors and the like) [*][b]Powerplant:[/b] [b]95[/b] [*][b]Shields:[/b] 60/30/10 (Not firing and no stealth/ while steathy/ while firing) [*][b]Speed:[/b] 90 [*][b]Maneuverability:[/b] [b]90[/b] [*][b]Sensors:[/b] 70 [/List] [u][b]Weapons[/b][/u] [u]Main Gun[/u] {Crippler ALS} Count: 1 Power: [b]85[/b] Description: Very high energy weapon, which uses any and all energy within whatever powers it to fire a devastating beam for a moment against any shield or hull- heavy damage to either, and is usually capable of taking down any shield save for the most powerful, and is likely to be the death of any ship out there. [u]Point-Defenses[/u] {Shield Pulsar} Count: ~ Power: 11 Description: Boosts the shield of the ship to both protect the ship, and pulse waves of energy off of it, enough to scramble missiles, or disrupt energy bursts like plasma. Does not work with stealth enabled.[/quote]Well, mostly I only have issues with the bolded. First, why is your ship so ridiculously overpowered? Not in a meta sense, I mean literal sense. By your admission it's a light vessel with little space for much. Yet they can mount a powerplant which dwarfs all other ships in this game for now (and probably will). Neither you really need this. At worst if you wish to fire your main weapon rapidly you'd need 85 power. But it's described as a hypercharged energy weapon so most likely you only fire it once in a while. Second is your ship's maneuverability. Your ship seems to be a rocket with a reactor in the middle and an energy cannon fixed on the front. I of course haven't told this before but maneuverability stat matching the speed means the ship can perform tight maneuvers at its full combat speed. To perform that I'd imagine your ship would need engines about the same size to all directions, not just behind. Granted, I have no clear say in your own business. If you want the ships to be like that, they're like that. Lastly your main cannon. It's ridiculously powerful for a ship of this size and along with the powerplant makes somebody question why would anybody build larger vessels? Or more like why not build larger vessels and completely dominate everything? I know that energy weapons can get away with things with more ease but when your counterpart is huge cannon mounted through the entire length of a vessel nearly a hundred times your ship's volume and should have nothing to do with differences in tech level, things get problematic. My suggestion is toadd some technobabble or two to it. Overall the problem, well not mine but possibly yours, is that this ship is essentially a stealth dreadnought disguised as a small ship. Sure, it has several drawbacks but it gets moot when you also add nearly top level speed and stealth to it. If abused the way like I could, anybody only have a chance against you if: 1.) they asspull something, 2.) If they out-write you. so either they force you to commit a mistake while absorbing large loses or asspull some gadget which nullifies your advantages and technically would violate the spirit of the Battle Point system. There's a third alternative and that if they create "anti-ligtships" with lower point cost but stealth detection technobabble, enough speed and firepower to catch up to you and damage your ship. That's the kind of arms race I'd rather avoid. Then again, I won't stop you. I give all players freedom to develop their civs and ships. This ship is only OP in a meta sense, at best. So excuse me for my above rant. Your ship will be allowed regardless. On the other hand with the current stats it'd probably cost nearly as much as a dreadnought. Dreadnoughts are better protected, have more weapons and their performance is consistently high, yes. But your ship mixes heavy anti-warship power with speedy stealth ambushes. In combat the two ship types would have circa 50-50 chance to win, up to the writing skill of both. So if you're fine with your tiny ships being as expensive as monstrous battleships, you can keep these. Otherwise you may want to try a few "rationalizations" for this design. [quote] [u][b]Other/Special[/b][/u] Two FTL drives are present- one is an emergency escape drive that is at the very rear of the central body, and it has its own separate batteries that allow it a short three-lightyear jump into Deep Space, in which it takes multiple hours for it to cool down and allow the ship to enter hyperspace again. The second is your regular, standard 15-lightyear average FTL jumper drive. It's a lightship- the ship is primarily equipment and devices, most of it relating to electronic warfare, surveillance, or stealth. The majority of that equipment is dedicated to making the ship invisible- both on radar, sensors, everything. You can't even look out your window and see it, it's so sneaky. Take a HALO Spartan, give him a Spartan Laser with infinite shots but a three-hour cooldown, and instead of armor he's just covered in sensors and cloaking devices and batteries and small reactors and all that, and you get the equivalent of a Cirrus-class Lightship.[/quote]How often or how many times you can use your FTL in combat? How precise you can perform these jumps? Any drawbacks? And wait! Your main cannon has 3-hour cooldown? Well, that'd change things around a ton. In 3 hours many of the space battles we fight would conclude, for example. I'm speaking from experience in other such RPs. [quote] Do slaves and lots of slave worlds and slave soldiers and stuff mean faster point generation? I think it should. Everyone else has wages and stuff, and I've just got lots and lots of aliens working under toil, in exchange for not being obliterated. Oh, and spider work bots who do stuff. [/quote]I call them "battle points" exactly because this has nothing to do with industry or economy but RP balance. Unless there's a plot reason for it, nobody wants that one player has greater power than the other. Your lightships for example may be realistically even cheaper than a standard warship yet because it's so abusable it's going to cost in Battle Points much more. BTW, Battle Points aren't generated but determined for each battle scenario. Smallish battles have circa 10,000 while big battles may be 100,000 Battle Points or even above. Although I'm thinking on the idea that you can give your unused Battle Points to other player. Say, you spent 9600 points and have nothing else you really want. You can give the remaining 400 points to one of your teammates. This may not mean much but for certain builds that tiny boost could be meaningful. Similarly, if one team has more players then the other gets more points per player. Both teams generally have matching amount of Battle Points total.