This thread exists to showcase a few competitive-quality ships I have developed.
My design philosophy here is: ships should be cheap, compact, have a good service ceiling for defense and mobility, and field significant firepower for their volume (Moar dakka!). I aim to provide fuel for about 5 minutes of flight, and ammo for about 3 (which stretches out if using aimed shots or if a target is not constantly in view). Light steel is used as the main armor for nearly all airships, due to its excellent weight, flamethrower immunity, and rifle/gatling resistance. Module choices are mostly limited to the things you can build immediately in conquest mode.
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Bombay
This bomber single-handedly trivializes conquest mode, on any difficulty. The AI never flies anything at heights over 250m that can threaten Bombay or even compete for space. The flak options the AI has can be easily overwhelmed and are basically limited to buildings that cannot dodge bombs. Bombay is flat enough to stack 4 or more over a single building, cracking it rapidly even when using aimed shots. The ventral turret makes sure it is able to deal with mobile ships, especially in a swarm. Struts buff the HP of the suspendium.
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Headcannon
The cannon-spam ship type that everyone loves. This was built as an air superiority unit, clearing space for bombers to fly in (if the opponent happens to have anything there). It also makes a fine all-purpose frontliner or back support. Watch out for boarding (but with a ceiling of 290m you don't have to worry about AI boarders, because none fly that high...).
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Flakbed
A counter to bombers. Built for massing near the bottom of your side, with just enough of a flight ceiling to stack multiple. Good vertical dakka, and agile enough to dodge some bombs. The ventral turret plinks at buildings and landships. Should be protected with something that does forward damage, for example Headcannon.
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Rain of Flesh
Facing something tough to deal with? Jealous of your opponent's big ship? Short on cash? Steal! 6 sections of marines make sure it can grab nearly anything, and a ceiling of 301m means very few things can avoid a boarding attempt.
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Capsule
A $200 multiplayer challenge shredder. Rockets deal crippling damage very quickly. A nice targeting angle for rockets, 3 sec command, and comparatively high speed for $200 means the ship can guarantee good positioning to keep the opponent in range and out of its blind spots.
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And that's all for now.
If attaching files was possible on the forum, I'd include the ship files here. Feature request! :P
Able Airman
This thread exists to showcase a few competitive-quality ships I have developed.
My design philosophy here is: ships should be cheap, compact, have a good service ceiling for defense and mobility, and field significant firepower for their volume (Moar dakka!). I aim to provide fuel for about 5 minutes of flight, and ammo for about 3 (which stretches out if using aimed shots or if a target is not constantly in view). Light steel is used as the main armor for nearly all airships, due to its excellent weight, flamethrower immunity, and rifle/gatling resistance. Module choices are mostly limited to the things you can build immediately in conquest mode.
.
Bombay
This bomber single-handedly trivializes conquest mode, on any difficulty. The AI never flies anything at heights over 250m that can threaten Bombay or even compete for space. The flak options the AI has can be easily overwhelmed and are basically limited to buildings that cannot dodge bombs. Bombay is flat enough to stack 4 or more over a single building, cracking it rapidly even when using aimed shots. The ventral turret makes sure it is able to deal with mobile ships, especially in a swarm. Struts buff the HP of the suspendium.
.
Headcannon
The cannon-spam ship type that everyone loves. This was built as an air superiority unit, clearing space for bombers to fly in (if the opponent happens to have anything there). It also makes a fine all-purpose frontliner or back support. Watch out for boarding (but with a ceiling of 290m you don't have to worry about AI boarders, because none fly that high...).
.
Flakbed
A counter to bombers. Built for massing near the bottom of your side, with just enough of a flight ceiling to stack multiple. Good vertical dakka, and agile enough to dodge some bombs. The ventral turret plinks at buildings and landships. Should be protected with something that does forward damage, for example Headcannon.
.
Rain of Flesh
Facing something tough to deal with? Jealous of your opponent's big ship? Short on cash? Steal! 6 sections of marines make sure it can grab nearly anything, and a ceiling of 301m means very few things can avoid a boarding attempt.
.
Capsule
A $200 multiplayer challenge shredder. Rockets deal crippling damage very quickly. A nice targeting angle for rockets, 3 sec command, and comparatively high speed for $200 means the ship can guarantee good positioning to keep the opponent in range and out of its blind spots.
.
And that's all for now.
If attaching files was possible on the forum, I'd include the ship files here. Feature request! :P
Able Airman
[Space reserved for possible future expansion]
Air Admiral
I was always a fan is specialized ships... Good work!