Why are ships so hard? (this may be a shitpost)

Grimbli

Space Marshal
Jan 27, 2016
4,034
14,846
2,910
RSI Handle
Grimbli
OK boss man. Readjusted:
View attachment 2682
Current fleet. Well soon as I can rebuy the 'Spector.
Doesn't leave me much wiggle room for getting that Redeemer. Sigh.
Unless the Sabre and the Cutty turn into the Redeemer.
I think having a Buc, Sabre, and Cutty is going to be a bit redundant. One of those should probably go. But adding a Redeemer may make the Cutlass and both fighters obsolete. But keeping one small ship would be nice. ARGH! Why are ships so hard?!
 

Grimbli

Space Marshal
Jan 27, 2016
4,034
14,846
2,910
RSI Handle
Grimbli
Beautiful fleet. Beautiful.
The only concern I have with having that many large ships is crewing them. I'd be happy if NPCs could do it all, for those times when there's no-one available to crew. Or when I don't have the time to devote to a lengthy game season.

However, apparently they may not be the best at doing the job. So I want a bit of independence, via solo or 2-3 man ships.
I'll have some single person ships, I forgot about my Reliant SEN! And I'll also spend time on your ships!

You MUST have that supercollider. Period. End of story.
It is your destiny.
Resistance is Futile.
 

Ripcord33

Grand Admiral
May 2, 2016
217
668
1,210
RSI Handle
Ripcord03
Well, the cutlass right now is worthless, but after the repass wont really be a fighter, more of a cargo/gunship like the redeemer. the Buc and sabre aren't necessarily redundant as both have wildly opposite roles in the fighter realm.

The Buc is an Interceptor/Interdiction fighter, meant to stop bigger ships from jumping, and assisting in slowing them down so the cutlass and cat can move in and take the cargo.

The Sabre is a medium stealth fighter. Its meant to keep a low profile, get it, take out its target and get out while being hard to find, hard to track, and impossible to follow. It starts taking hits, it becomes vulnerable unless it can get away and drop its signature.

The only way these 2 ships become redundant is if you only look at them both as being fighters. The Cutlass in my eyes is a more modular, and more cargo capacity, while cheaper version of the redeemer less the fact it cant really properly fit more than 4-5 people, maybe 6 if you count the toilet as a seat
 

Grimbli

Space Marshal
Jan 27, 2016
4,034
14,846
2,910
RSI Handle
Grimbli
it cant really properly fit more than 4-5 people, maybe 6 if you count the toilet as a seat
The Black can hold 6 in seats, 8 if you count the beds. The Red can hold around 16 because it has extra beds for its ambulance role. But I'm sure we'll have lifesign scanners and can tell if a Cutlass is filled up for boarding.
 

Ripcord33

Grand Admiral
May 2, 2016
217
668
1,210
RSI Handle
Ripcord03
The Black can hold 6 in seats, 8 if you count the beds. The Red can hold around 16 because it has extra beds for its ambulance role. But I'm sure we'll have lifesign scanners and can tell if a Cutlass is filled up for boarding.
Last i checked, there are 2 jump seats, the pilot and the rio, plus gunner= 5. now the repassed version might be different, but the only way i can count six is if someone is sitting on the toilet. lol

Edit just confirmed my count in-game on my cutlass black loaner. yep 2 jump seats, a toilet, 2 beds, pilot+rio, and gunner when the flashfire isn't equipped. If you fill every spot you can hold 8, i always go based of of useable positions, just incase the whole flying out of the ship when QT or going through a Jump Point doesnt get fixed xD

Edit 2: my cutlass red as is, you can fit 14 4 double bunks, plus the pilot and rio, the 2 medbay beds, but its only hangar ready right now, plus the 2 jump seats that i missed on first glance xD
 
Last edited:

Blind Owl

Hallucinogenic Owl
Donor
Nov 27, 2015
20,918
73,977
3,160
RSI Handle
BlindOwl
I'll have some single person ships, I forgot about my Reliant SEN! And I'll also spend time on your ships!
Yes, yes you will. And I shall on yours. Especially the Reclaimer. That'll be a riot.
Well, the cutlass right now is worthless, but after the repass wont really be a fighter, more of a cargo/gunship like the redeemer. the Buc and sabre aren't necessarily redundant as both have wildly opposite roles in the fighter realm.

The Buc is an Interceptor/Interdiction fighter, meant to stop bigger ships from jumping, and assisting in slowing them down so the cutlass and cat can move in and take the cargo.

The Sabre is a medium stealth fighter. Its meant to keep a low profile, get it, take out its target and get out while being hard to find, hard to track, and impossible to follow. It starts taking hits, it becomes vulnerable unless it can get away and drop its signature.

The only way these 2 ships become redundant is if you only look at them both as being fighters. The Cutlass in my eyes is a more modular, and more cargo capacity, while cheaper version of the redeemer less the fact it cant really properly fit more than 4-5 people, maybe 6 if you count the toilet as a seat
Damn you. I was almost convinced I didn't need the Sabre and the Bucky. Gaaaaaaaah.
I was looking at having a lighter fighter, either Sabre or Bucky, and a heavy fighter/gunship, the Redeemer.

Guess I'll spend the next few months reevaluating. Again. Haha
 

Ripcord33

Grand Admiral
May 2, 2016
217
668
1,210
RSI Handle
Ripcord03
Well, the Redeemer isnt a fighter at all, while it should be decently manueverable, i doubt it will be a top of the line fighter, its main role is to punch a hole through enemy lines, drop troops, and provide support for those troops, its not meant to be taking on heavy fighters like the vanguard or potentially the SH (depends on whether the SH is classified as a Heavy fighter or not). Not saying the redeemer wont be able to fight them, just that its not really designed in it role to fight them, I look at the Redeemer and think cool, a space apache crossed with a spectre gunship, crossed with a pelican from HALO.

Oh i have the same issue when it comes to the sabre and the buc, i dont really NEED 2 fighters, but they are miles apart in their roles, and will be good at different things. The Buccaneer with it ridiculous engines is going to flare up on EM and IR scanners like mad. I would not even attempt to hide with that ship, but the sabre is fast, stealthy, and has decent shields, but weak armor, those shields go down, and you are dead if you stick around longer than 5-10 seconds.

The Buccaneer to me, is your Interceptor, it should, feasibly, be fast, and have enough firepower to bring down a larger ship, or at least stop it. Comparable to say the Su-15, or the F-14 Tomcat, these ships are usually well in advance of a fleet, carry enough firepower to bring down multiple targets, and are faster than a lot of other aircraft, not to mention highly manueverable.

The Sabre to me is the stealthy, light footprint. I want to go to Point X, maybe recon, or say something along the lines of a SEAD strike or critical target/HVT it can get you in fast and quiet, take down its target and leave. All while leaving a minimal footprint. Comparable to say the F-22. Its fast, quiet, manueverable, and has a very low signature, with a moderate amount of firepower. Edit: The sabre can double as an interceptor, and get to the enemy with out them ever knowing they are there, but they lack the firepower to bring down larger targets like a connie or a cat or bigger without support from other ships.
 
Last edited:

marcsand2

Space Marshal
Staff member
Officer
Donor
Mar 15, 2016
7,007
22,018
3,025
RSI Handle
marcsand2
Not saying the redeemer wont be able to fight them, just that its not really designed in it role to fight them, I look at the Redeemer and think cool, a space apache crossed with a spectre gunship, crossed with a pelican from HALO.
The Redeemer also has a crew of 5 persons. Those 5 persons should work very tight together to be effective as a fighter. I once manned the turret gun of an Andromeda with @CosmicTrader. The trick with turret gunners is that the ship should fly steady so the turret gunner can aim and shoot effective. Very good for ground support or against a big slow ship, but in dogfight it is not good. When evading enemy fire in a dogfight, the turret gunner become ineffective. When the gunner aim in the direction of flight, forward at a head on target or back at a pursuing, they will be effective in daka-daka-daka tactics :cool: to over-saturate the target area.

The Buccaneer with it ridiculous engines is going to flare up on EM and IR scanners like mad. I would not even attempt to hide with that ship, but the sabre is fast, stealthy, and has decent shields, but weak armor, those shields go down, and you are dead if you stick around longer than 5-10 seconds.
The Buccaneer sounds as my favorite ship :D: "Hello, here I am!!!! Come and get me". I surely hope it has plenty CM, otherwise evading missiles will become a major skill you will need to survive ;).
 

Ripcord33

Grand Admiral
May 2, 2016
217
668
1,210
RSI Handle
Ripcord03
The Redeemer also has a crew of 5 persons. Those 5 persons should work very tight together to be effective as a fighter. I once manned the turret gun of an Andromeda with @CosmicTrader. The trick with turret gunners is that the ship should fly steady so the turret gunner can aim and shoot effective. Very good for ground support or against a big slow ship, but in dogfight it is not good. When evading enemy fire in a dogfight, the turret gunner become ineffective. When the gunner aim in the direction of flight, forward at a head on target or back at a pursuing, they will be effective in daka-daka-daka tactics :cool: to over-saturate the target area.


The Buccaneer sounds as my favorite ship :D: "Hello, here I am!!!! Come and get me". I surely hope it has plenty CM, otherwise evading missiles will become a major skill you will need to survive ;).
The Redeemer has 5 crew positions, not 5 total. Its a minimum of 5 crew to run at max efficiency. But you can hold like 4-6 people in the troop bay. On top of your crew
 

marcsand2

Space Marshal
Staff member
Officer
Donor
Mar 15, 2016
7,007
22,018
3,025
RSI Handle
marcsand2
Its a minimum of 5 crew to run at max efficiency.
As fighter only these 5 crew members count. My post was about fighter functionality, not troop transport capability ;). The guy on the toilet seat might throw shit at enemies :confused:, but that won't harm :eek:..... o_O I just remembered something about taunt.....was that in SC???? The man on the toilet seat fits perfectly in that task :D. Another dimension of shitposting :p
 

Grimbli

Space Marshal
Jan 27, 2016
4,034
14,846
2,910
RSI Handle
Grimbli
As fighter only these 5 crew members count. My post was about fighter functionality, not troop transport capability ;). The guy on the toilet seat might throw shit at enemies :confused:, but that won't harm :eek:..... o_O I just remembered something about taunt.....was that in SC???? The man on the toilet seat fits perfectly in that task :D. Another dimension of shitposting :p
You're forgetting the Engineer. Just the pilot and gunners won't do shit when a system is damaged.
 

Shadow Reaper

Space Marshal
Jun 3, 2016
5,419
15,029
2,975
RSI Handle
Shadow Reaper
The Sabre is a medium stealth fighter. Its meant to keep a low profile, get it, take out its target and get out while being hard to find, hard to track, and impossible to follow.
Can you explain to those of us who aren't yet flying, in what ways you have observed this? Is it harder to lock missiles? Does it have to be closer to lock guns? Is it wearing stealth armor and if not, could it be improved by stealth armor? And please tell us how you like the stronger reliance on missiles over the guns in a Hornet? Is it practical to fly needing missiles--one supposes they need to be replaced and would be expensive, so how does that factor into its role?
 

marcsand2

Space Marshal
Staff member
Officer
Donor
Mar 15, 2016
7,007
22,018
3,025
RSI Handle
marcsand2
In AC, which is a relative smal space, you will see a Hornet always on your radar, doesn't matter how far away. You must be close to detect the Sabre. When you see it, you will have your pip. I didn't check fire distance. The armor lowers your EM/IR signature, for missiles harder to lock on / follow in flight.
 

188Octane

Sabre Addict
Jun 2, 2016
238
664
2,260
RSI Handle
188Octane
How is it that you're making these, is there a resource, or are you just cut/pasting together your ship list?

Yes, yes you will. And I shall on yours. Especially the Reclaimer. That'll be a riot.

Damn you. I was almost convinced I didn't need the Sabre and the Bucky. Gaaaaaaaah.
I was looking at having a lighter fighter, either Sabre or Bucky, and a heavy fighter/gunship, the Redeemer.

Guess I'll spend the next few months reevaluating. Again. Haha
I thought you had 7 DDFs, just CCU one of those to a redeemer when you have the scratch to do so. (and if you want more LTI tokens, sell them all back and buy them back using credit every 24hr till the sale ends to have buyback LTI tokens ;3)

Can you explain to those of us who aren't yet flying, in what ways you have observed this? Is it harder to lock missiles? Does it have to be closer to lock guns? Is it wearing stealth armor and if not, could it be improved by stealth armor? And please tell us how you like the stronger reliance on missiles over the guns in a Hornet? Is it practical to fly needing missiles--one supposes they need to be replaced and would be expensive, so how does that factor into its role?
I'm not sure it's 100% implemented in-game yet, but the idea is that between the coating and the lower emissions relative to other ships, you need to be closer to get your ship to identify a target. You may be able to actually see the ship in the void, but your ship's computer/sensors may not yet register the sabre until it's too late ;3
 

Shadow Reaper

Space Marshal
Jun 3, 2016
5,419
15,029
2,975
RSI Handle
Shadow Reaper
As fighter only these 5 crew members count.
There may be another role it can fill. Artillery support is an interesting notion against big, slow targets, and keeping opposing fighters busy with missiles. While not a flattering role, and not the best at it, it may prove to be important to stay back and hammer highly shielded targets from afar.

The Freelancer Mis is actually better at this. Normally I would not want to fight from a position where you can't see but through a peep hole in front of you despite the Freelancer's big guns, but as fire support it has it all going on with lots of big missiles, and a couple huge turrets. You can actually put 4 Apocalypse Gatlings on the thing with 5.2k range. If what you want is to knock down shields so the fighters can get in, and keep a fighter screen busy with missiles, the Mis could prove to be a surprisingly effective little boat. Even the Connie and Retaliator don't have S5 turrets.
 

Ripcord33

Grand Admiral
May 2, 2016
217
668
1,210
RSI Handle
Ripcord03
Can you explain to those of us who aren't yet flying, in what ways you have observed this? Is it harder to lock missiles? Does it have to be closer to lock guns? Is it wearing stealth armor and if not, could it be improved by stealth armor? And please tell us how you like the stronger reliance on missiles over the guns in a Hornet? Is it practical to fly needing missiles--one supposes they need to be replaced and would be expensive, so how does that factor into its role?
They aren't overly expensive, at least not right now, and I dont rely on them, The sabre still can equip 4x size 3 weapons (fixed). It packs a decent punch, as far as stealth, its implemented, but its not, the basics are there, but they need refining, basically, what i believe they will do, is make it so you can reduce your signature, etc, the sabre comes with low sig engines, coolers, and powerplant, plus the fact it has the stealth coating. However some ships may be able to do similar, just not necessarily as good as the sabre.
 

Blind Owl

Hallucinogenic Owl
Donor
Nov 27, 2015
20,918
73,977
3,160
RSI Handle
BlindOwl
Well, the Redeemer isnt a fighter at all, while it should be decently manueverable, i doubt it will be a top of the line fighter, its main role is to punch a hole through enemy lines, drop troops, and provide support for those troops, its not meant to be taking on heavy fighters like the vanguard or potentially the SH (depends on whether the SH is classified as a Heavy fighter or not). Not saying the redeemer wont be able to fight them, just that its not really designed in it role to fight them, I look at the Redeemer and think cool, a space apache crossed with a spectre gunship, crossed with a pelican from HALO.

Oh i have the same issue when it comes to the sabre and the buc, i dont really NEED 2 fighters, but they are miles apart in their roles, and will be good at different things. The Buccaneer with it ridiculous engines is going to flare up on EM and IR scanners like mad. I would not even attempt to hide with that ship, but the sabre is fast, stealthy, and has decent shields, but weak armor, those shields go down, and you are dead if you stick around longer than 5-10 seconds.

The Buccaneer to me, is your Interceptor, it should, feasibly, be fast, and have enough firepower to bring down a larger ship, or at least stop it. Comparable to say the Su-15, or the F-14 Tomcat, these ships are usually well in advance of a fleet, carry enough firepower to bring down multiple targets, and are faster than a lot of other aircraft, not to mention highly manueverable.

The Sabre to me is the stealthy, light footprint. I want to go to Point X, maybe recon, or say something along the lines of a SEAD strike or critical target/HVT it can get you in fast and quiet, take down its target and leave. All while leaving a minimal footprint. Comparable to say the F-22. Its fast, quiet, manueverable, and has a very low signature, with a moderate amount of firepower. Edit: The sabre can double as an interceptor, and get to the enemy with out them ever knowing they are there, but they lack the firepower to bring down larger targets like a connie or a cat or bigger without support from other ships.
So basically now I gotta own all of them. ;)
Dammit.
 
Forgot your password?