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CYOA Thread
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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 255
Thread images: 39
File: Stardust 1.jpg (4 MB, 1200x4135) Image search: [Google]
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CYOA Thread

FAQ:
http://pastebin.com/MhAQAJiw
Here's a dropbox with a LOT of CYOA's:
https://www.dropbox.com/sh/9ijwopa42ke49q1/AAA40vUS2BzstD9eHyyBLTr8a?dl=0
IRC Chat Channel
https://client01.chat.mibbit.com/?url=irc%3A%2F%2Firc.rizon.net%2Fcyoa

Resources to help you with your OC CYOA projects hopefully:
http://www.pixiv.net
http://drawcrowd.com
http://digital-art-gallery.com
https://www.artstation.com
https://www.pinterest.com
http://coolvibe.com
http://www.zerochan.net
http://danbooru.donmai.us

Starting off with the newest up to date Stardust from an hour ago
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>>44317350
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>>44317354
>>
SDA is a great guy and all, but he's a one trick pony. Only stardust kicked off, and he's done expansion after expansion, with an occasional remake. It's keeps things just fresh enough for his fanatical followers but I'm getting tired of it.

SDA, if you're reading this, it's time to let go. Make something new and refreshing, and bring closure to a good cyoa.
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>>44317367
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>>44317397
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>>44317422
And the waifu DLC
>>
Please no more Stardust because this is just overtaking the thread about CYOAs not a CYOA.

>>44317372
I agree.
>>
>>44317600
Post some other OC then. Whenever you people bitch about new CYOAs I just roll my eyes. What do you want, endless reposts that nobody fucking responds to? Is that your idea of a good thread over people discussing something new? It's outright pathetic.
>>
>>44317600
>>44317372

Make a better CYOA then
>>
>>44317618
Exactly
>>
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Hi, are non-space opera CYOAs okay here now?
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>>44317662
Changelog?
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File: pkmntcgcyoav0.6p2.png (6 MB, 1200x7996) Image search: [Google]
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Changelog:
-Clarified that Vulpix's secondary effect does not strip you of your cards.
-Re-added missing "real" in Lilligant and Beautifly's descrpitions
-Expanded world choice into a set of trainer cards.
-Replaced Zoroark's card with an actual Zoroark card to avoid confusion with above.
-Manaphy works once per day, also clarified interaction w/shapeshifting.
-Replaced Uxie with Crobat, a different but more practical disguise.
-Added Metagross, a computational power upgrade.
-Added Skarmory, an oddball way of achieving flight.
-Added Gourgeist, a card that turns you into a Pokemon only during the full moon.
-Added Honchkrow, a card that gives you the respect of all birds.
-Added Magneton, a card that lets you track people's locations.
>>
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>>44317676
>>
As someone new to /tg/ could someone explain what the deal with CYOA's is? I've figured out quest and civ threads... but this looks like an entire other section that I'm just not understanding.
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>>44317713
This CYOA could use an update, but could go somewhere.
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>>44317676
>>44317713
>>44317730
Why are liches so expensive? They seem to be worse than cheaper special units stat wise.

Also the Undead +2 to SAT, is that in all stats, or is it just +2 that can be distributed to a single one?
>>
>>44317722
A CYOA is a Choose Your Own Adventure. To sum it up its like creating your own story/characters/lands from a pre-created environment (sometimes) filled with choices that you pick.

You can max/min if the CYOA has those options, you can be a murder hobo, you can pick the right waifu, it all depends on the CYOA, its setting, and choices offered.
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>>44317763
+2 is to all at the SAT. If I was going Undead I would use mine to buy as many recruits as possible using that 1/2 on Normal Units and make maids.
>>
>>44317713

So you only get 1 unit of an upgraded unit and all the costs are consumed?

I'm assuming these are not 'per person' but per squad or something?
>>
>>44317722
It's essentially a series of threads that exist so that you can make your own quests or stories within a set of rules or guidelines, typically contained within PDFs or picture sets.
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>>44317828
That's assuming that buffs can put them passed 10, if not Undead would actually greatly benefit from diversifying since all their units are generally more capable.
>>
What are the most popular CYOA's here? Besides Stardust
>>
>>44317902
Honestly it changes all the time. CYOA general is really a flavor of the day/week/month sort of place. However if something becomes really popular it gets it's own thread(s).
>>
>>44317832
All the units are consumed in the CYOA, skills if I remember are permanent.

So if I bought 3x Recruit Units and had the magic skill I would trade them in for 1x Magician Unit.

>>44317852
I hope the stats can go pass 10. The CYOA overall needs to be updated there are big ways of creating an OP army, also having some kind of missions/more lore to it would be nice.
>>
>>44317902
I'd say Nercomancer, Space adventure and power armor
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>>44317983
I don't care about being able to become powerful, it's not multiplayer so it's all personal imagination. There's no benefit to anything but in your own mind. No competition.

I don't like forced missions/quests and other crap in CYOAs so I'm not in favor of that.
>>
>>44317983
Also unique Unit abilities would be an awesome add on to it.
>>
>>44317902
It really just depends on how many blood rituals we've done that week and the current face of the moon. So it varies.
>>
So I've wanted to do a stardust build for quite a while, but not badly enough to attempt to decipher the weird, unfinished state of it. Should I wait for SDA to complete it some point in the forseeable future, or should I try to navigate it as is?
>>
>>44317997
Post power armor and space adventur
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>>44318056
It's done. It got its last update for the time being. Next thing you'll see is DLC, which isn't gonna impact your main build.
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>>44318056
Its mostly done, he just needs to do DLC's or tweek prices if poorfags keep bitching
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>>44318072
Oh praise Allah
>>
>>44318056
For the record, just in case you missed it, he released the new version.
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>>44318093
The first posts are the newest versions
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>>44318111
Yes. Anon might not know that.
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>>44318040
This I could get behind, it'd encourage more diverse armies.
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always fancied domain master.
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What the hell is the navigation stat? What happened to speed or whatever in the old stardust?
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>>44318169
How good you are at turning and maneuvering your big metal space dick.
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>>44318061
on the phone right now, I can't
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>>44318189
Get off the toilet and get on your PC then
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>>44317711
So if I pick Mew and Litwick could I just kill the same type of Pokemon I chose to be and take over their body?
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>>44318233
>>
>dreadnaughts cant get hull mods

Fucking stupid, im doing it anyway, fuck you SDA
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>>44318233
>>44318261
Oh, nice. Havent seen this one yet
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>>44318304
Someone needs to make a PDF of Stardust.
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>>44317722
we make up character creation processes for each other. Sometimes there's lore. That's it. We don't do anything with the characters.
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>>44317902
intersex turboslut, different flavors of monstergirl femdom (where you turn yourself into a turboslut for intersex monstergirls), and various flavors of 'slut life' (where you turn yourself into an intersex turboslut).
>>
>>44318336
someone did, but it's been updating too frequently. I think the pdf is of the first recent update.
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>>44317676
>You cannot add parts that are typical of your species
So Milotic allows me to add weird exotic shit to myself?
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>>44318520
>>44317711
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>>44318205
the Necromancer pdf is too big to fit here
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>>44317350
Finally finished my build for Stardust. 407 credits for a destroyer plus crew.

This CYOA needs to be balanced.
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>>44318543
>High end ship costs a lot
shocker
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>>44318538
I wanted space adventure and power armor
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>>44318233
AC Name: Grave Man
Faction: System
Armored Core Class: Heavy
Operator: MAL
Features: System Shock (# = 9)
Body Type: Quadruped
Piloting System: Stem
Weapons: (R) Standard AC Sniper Rifle , (L) Plasma Blade

AC Total Stats:
Power: 6
Recovery: 9
Endurance: 6
Speed: 7
Strength: 6

Partners:
Colonel. Lae Hun
Cassey Gern

Sit back, disable somebodies AC, and snipe them one by one.
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>>44318031
What do you like, then?
>>
>>44318571
I want a pony and a blowjob
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>>44318561
A destroyer with T2 weapons and Nuclear power is high end?
>>
I don't think it's truly practical, but I'm looking into a Carrier + Frigates + Fighters fleet.
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>>44318204
>posting one part of a two-parter
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>>44318538
link to the PDF then?
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>>44318672
Yes actually.
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>>44318561
it's only a destroyer. Why are high-tier ships even present if they're unaffordable? Lore?
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>>44318784
Big titles.
>>
So guys do you know how antimatter works? if so then you'd know why >>44300844 has a point
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>>44318800
This setting has space magic. Realistic physics mean dick.
>>44318650
More options. Buying a base maybe, that sounds cool.
>>
>>44317372
nice copypasta dude
and isn't Battlemage also his?
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>>44318885
Bliss.
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>>44317713
>39 points for a single unit of future soldiers, not counting survival and technology
>total ot 20 SATs
>maids cost 25 for 30
Why
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>>44318910
Wait seriously?
Really?
So sda has only made star dust?
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>>44319025
Nope.
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>>44318885
I mainly just posted the pasta to get it out of the way early.

>>44319025
I think he made some sort of dungeon master CYOA that Bliss later continued and refined.
>>
It seems like building a fleet in stardust gets tricky after getting a dreadnaught. Do you guys prefer to go big and singular, or small and numerous?

Also, do origin discounts apply before or after ship class discounts? I.e. (20m x .5) -4m, or (20m - 4m) x .5?
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>>44319036
So what has he made other than star dust?
>>44319054
Bliss seems to have done that a lot
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>>44318061
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>>44319221
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>>44318728
I did math and with the Talon Origin buying a Talon Carrier (3 hanger upgrades), 5 Talon Frigates (3 hanger upgrades capping hanger at 8), and 10 Talon Fighters and only spent 364m.

Where I broke my budget was trying to outfit everything. Just the Fighters I would have spent 130m on power/shields (assuming I could buy one power cap. For one fighter and get the second half off, rinse/repeat) and then 386m outfitting them with weapons.

So before doing the Carrier, Frigates, or Crew I hit 880m.

So having a Carrier, 5 Frigates, and 10 Fighters is unfortunately not very practical for me, but it was a nice attempt. I mostly did this to see if I could make it work and I can't.

I could probably do it with just the Carrier and then the Frigates or Fighters, but not both.
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>>44317350
Page one of a work in progress. Future pages will include:

>types of Quests you give (choose one of six), types of Worlds you might live in (choose one of five), threats that might loom over you (choose up to two from a list of ten), and possible end rewards (choose one from a list of ten, gaining an extra reward for every Threat you face).

Sound good?
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>>44317618
To interject after the fact - who's going to make OC if they think it'll be ignored entirely? Certainly not you.
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>>44319140
I prefer to go small and singular. You can easily spend a billion credits on a destroyer. Anything above cruiser is a waste.
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>>44318784
The higher paying titles give enough for a battleships and carriers. If you want to be flying around in the biggest, nastiest ship possible, you're going to have to take at least some risks. That's balance.

Besides, the class of the hull often isn't what drives price, but rather the weaponry. So yeah, a destroyer tricked out with all the best guns and equipment is going to be as expensive as a more modestly built cruiser or the budget battleship.
>>
Heralds are Jovians. Star Dust is EVE.
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>>44319221
>>44319231
I THINK this one is newer than that, I'm not sure.
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>>44319477
I'll be that guy: I've been wanting to finish my CYOA for over a week. It wouldn't even be hard, I more or less know exactly what I want to write.
But why bother?
There's at most fifty people on, which I get, it's almost Christmas. And those fifty people are busy wacking it over big ships being better than small ships or whatever.
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>>44319724
;-; hang in there buddy. I'll try to get a CYOA out and draw some of the attention.
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>>44319525
I think there's a place for some of the quicker and/or cheaper battleships. The Excursion is nice and roomy while being cheaper than a lot of the cruisers. The only cruiser that can match it on those fronts is the PI Vc9, which has fewer weapon mounts and way less hanger space.
>>
>>44319724
>But why bother?
OC is always welcome, Star Dust was "dead" a week ago or so, it's being heavily discussed because SDA recently released a new version of it. Check RWBY CYOA, the author wasn't a big name like SDA yet his work was good, so the thread got flooded by builds for that.
>>
>>44319798
There was a guy who posted a work in progress last thread and got zero responses. Or it was this one, not sure.
I tend to ignore them since too often do WiP's never get finished, but really? Zero responses?
>>44319749
It'll be finished. It won't take long, I just feel no creativity or drive.
My next thing is going to be so ficking huge I'm scared
>>
>>44319843
Unless you're famous, I think it's been well established that you need to release a completed CYOA or else a self-contained page into the thread.
>>
>>44319787
Yeah, but it's a battleship which brings with it a lot of problems that a cruiser won't have. Like being a huge target in comparison, being slow as fuck, needing a ton more crew, hull mods costing more, etc.
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>>44319843
As far as I noticed, there were a lot of people holding off their builds until SDA settled down (which he did now with the 2.0.3 version), if this happens with one of the biggest names around here, a unknown author won't fare much better.
Also there was a hella shitstorm regarding SD going on last thread (AMC, my ship is bigger than yours thus better), not a good time to post a WIP cyoa.
>>
>>44319885
Yeah, it's bigger. It's also got way more firepower and hanger space, and the faster battleships are comparable in navigation to the slower cruisers. The Excursion also has enough extra rooms that you can get two hull reductions and still have more room than almost any of the cruisers, while being more maneuverable than several of them. And if you're really worried about being a giant target, the cloaking device is stupidly good for how cheap it is.

The step up in cost for hull mods from cruiser to battleship also isn't that big, you're already paying 4x the base price on a cruiser. And besides, one of the perks of a battleship is that you can forego some hull mods entirely because the base hull has more weapon mounts and hanger space.

Anyway, I'm not saying that there aren't tradeoffs, but I think that simply writing off all the battleships/carriers as nothing but a waste is a mistake. Some of them do have upsides that make them worth considering.
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>>44318204
Not to be that guy, but having a steel skeleton would not only weigh more but be less durable for you.
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>>44320027
Nice topic shift. This isn't one of the faster battleships we're talking about. This isn't one of the battleships with way more firepower or hangar space. It's the cheapest battleship.
>>
>>44320032
Assuming it doesn't regenerate.
>>
Hey SDA. Have you considered making the vehicle bay and hangar bay expansions buyable X times, where X would be the ship's class?

Having a frigate with more hangar space than battleships is kind of silly.
>>
>>44320132
Wait, I just remembered a frigate can't have more than 8.

Still, having a destroyer with more hangar space than battleships is almost as silly.
>>
>>44319868
I need you to restate that cause I have no clue what you wrote.
>>44319985
Agreed.
Personally, I don't open up WiP's. It hurts to see something with potential never be finished.
>>44319979
I just want to make that: A CYOA that gets people to write builds and not just "I take these options". One that makes people interact with their builds.
But that shit's hard, yo.
>>
>>44320057
The Excursion is one of the faster battleships. It also happens to be the cheapest, and it has more firepower, hangar space, and extra rooms than a cruiser.
>>
Mr SDA if youre lurking I have a thing to discuss.

Room capacity. I see lots of spaceship builds going "oh i will also get 1000 mercenaries and 200 scientists lol", where are you going to keep them? i get it that crew quarters can be huge to accommodate them, but 1 kitchen with 1 cook? what about 1 infirmary and 1 doctor? there should be a maximum amount of people a room can service, then you need to buy another. Imagine 1000 mercs waiting to be served at your bar.

And another thing. Looking at the map I see some heavy distance between worlds. Can we get a jumpgate upgrade? that would ease up on the need to buy additional speed thrusters if you can just jump. Pirates and Federation can have their own jumpgates.

Finally, could we have options to buy a mall, medium or large space station as a ship, an immobile one that we can deck with rooms and amenities and stuff, something like a truck stop in space.

mighty thanks for reading
>>
>>44320206
Not a cruiser that costs the same. A cruiser for the same amount of money is superior in almost every way, especially the fact that it's a much smaller target. The only real edge the Excursion has is the possibility of fitting an AMC.
>>
>>44318304
When will this be updated?
>>
>>44320224
The Excursion also has 18 extra rooms and 17 hangar space. In that regard, it is better than any of the cruisers, even the cruisers that are more expensive than it is.
>>
>>44320292
I find that more than 12 rooms is pointless unless you're doing something screwy like trying to be a freighter with 10 cargo spaces.
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>>44320312
For deep space exploration (you know, the thing the Excursion was built for) having 16+ rooms lets you take some things that you might otherwise have to forego. For a combat ship, I think 14 rooms is a good number, but if you're out in deep space, having a few extra comforts is worth being a bit bigger.
>>
>>44320172
>just want to make that: A CYOA that gets people to write builds and not just "I take these options". One that makes people interact with their builds.
Don't push great complications on players, like The Island and Quiet CYOA, let other players be the biggest foe of a player. Check Grand Hunt CYOA, it's character creation is as interesting as Power Armor CYOA yet it's not as popular. I think it's not only because they fill the same niche but also because in the former you're against forces you're not very familiar with (liches, monsters, fae, demons) compared to the latter where you're against other players and some human npcs.

>>44320312
Well, Excursion is a seed ship. You need a lot of cryosleep chambers, big recreation rooms and ample storage. If you want to outfit as a warship it's up to you, but it wasn't made for that role.
>>
>>44320369
Yeah? Like what?
>>
>>44320216
It's a big kitchen. And Vito is a good cook.

In all seriousness, I think that those cooks and engineers are "officers" of sorts. On larger ships they also have staff that help them run their things. I'm pretty sure all those crew archetypes are exactly those people.
>>
>>44320384
>You need a lot of cryosleep chambers
Like I said, you only need it if you're doing something screwy.
>>
>>44320395
exactly, in my ship build i paid for 80 androids for a crew of about 1300 people and I use them as assistant cooks, cleaners, doctors and waiters. The logistics of running a ship without androids are a nightmare.
>>
>>44320427
Just take some volunteers from backwater planets. They will work for food and a bunk in the corner of cargo space.
>>
>>44320440
Just don't forget the Upgraded Ship Security in case of mutiny.
>>
>>44320384
>Quiet CYOA,
>let other players be the biggest foe of a player
But that only applies to the anime world?
I think I have an idea as to what you mean, but implementing it is hard. And it still needs to not land straight into PvP territory.
>>
>>44320388
Infirmary
Officer quarters
Tavern/mess
Evac room
Cryosleep
Lab
lounge/rec/observatory
Hypercomms/security
Cargo/engineering bay
Factory/ore processing
Holding cells
Stasis cell
Teleporter
Training room
Arsenal
Hydroponics/aquaculture
Meat fridge

That's 17 right there.
>>
>>44320440
hell no, fuck volunteers. for all I know they are running away from Federation officials or carry diseases from their worlds.
>>
>>44320458
Yeah, and half of those are completely worthless. Try again.
>>
Friendly reminder that SDA said yesterday the Rec Rooms can be anything from brothels to temples to golf courses to swimming pools and anything in between.
>>
>>44320483
And only one of those per room, so you might want to get multiple rooms for variety.
>>
>>44320458
> That's 17 right there.
> ignoring that you can combine rooms

What's it like being unable to read?
>>
yo sda im happy for u and im gonna let you finish but magical realm is the best cyoa of all time. of all time!
>>
>>44320458
You don't need cryosleep for anything other than superlong journeys like the traveller. You don't need a factory unless you're a huge mining specced ship that wants to replenish its drones, which is a shit build like that sperg proved in the past two threads. You don't need both holding cells and a stasis cell. Aquaculture and hydroponics are pointless to have along with a meat fridge, you take either them or the fridge.

Laboratory is questionable. Are you really going on a scientific expedition or something? It seems like it would again only be useful for a really long journey a la the traveler.
>>
>>44320528
That is factoring in combing rooms. For instance, I count tavern and mess hall as one room, and the cargo space and engineering bay count as one room, etc.

I'll number it so you can see
1. Infirmary
2. Officer quarters
3. Tavern/mess
4. Evac room
5. Cryosleep
6. Lab
7. Lounge/rec/observatory
8. Hypercomms/security
9. Cargo/engineering bay
10. Factory/ore processing
11. Holding cells
12. Stasis cell
13. Teleporter
14. Training room
15. Arsenal
16. Hydroponics/aquaculture
17. Meat fridge

>>44320482
Okay, if half of them are useless, which 8 rooms there do you think a deep space explorer can afford to skip?
>>
>>44320566
Specifically a deep space exploration build? You can skip 4, 8, 10, [11 or 12], 13, 14, and [16 or 17]
>>
>>44320407
>Anything other than trying to optimize the ultimate combat ship is 'screwy.'
>>
>>44320598
Look at where the discussion started you dummy.
>>
>>44320566
> a deep space explorer
see
>>44320312
> unless you're doing something screwy

Also
> which 8 rooms there do you think a deep space explorer can afford to skip?

Evac room, cryosleep, lab, lounge, cargo space and engineering bay, factory and ore processing, holding cells, stasis cell, teleporter, training room, meat fridge.

That's 11/17 that are worthless. You're welcome.
>>
SD needs 3 times as many rooms desu

people just load up on all of them even when they don't need it
>>
>>44320604

If started here
>>44319140
with
> Do you guys prefer to go big and singular, or small and numerous?
Not combat specific.

And to everyone saying that a deep space explorer can skip holding cells, tell me: Where are you going to put troublemakers while they cool their heels? If you're way out in the space boonies for months or years, crew discipline is kind of important.
>>
>>44320612
I think he should keep cryosleep, lab, lounge and engineering. Those are pretty important on a long as fuck journey.

Okay, now that I think of it, it could be keep EITHER cryosleep or lounge, not necessarily both.

But the others are really important. You need engineering to fix things which will inevitably wear down or get damaged. And you need a lab because sci-fi space is full of ridiculously contrived anomalies and bizarre alien STDs.
>>
>>44320640
Just confine them to their rooms. I assume the place has doors.
>>
>>44320640
> Where are you going to put troublemakers
Out the airlock.
>>
>>44320652
Would work for a pirate.
>>
>>44319979
>Guardian [-10]
Muh combat skills
>Faunus: Fox, although really any scavenger would do.
I'll take the ears/eyes for +senses. I'll have the tail too, but I can't think of an excuse for that, I just wanna know how it feels to have a tail.
>Mistral
Sounds like it might be a neat place.
>Force of Nature: Gravity
Looks great, with fine control to act like telekinesis, or just flinging myself into the air for "flight".
>Intelligence
I R SO SMRT
>Survival
I'm pretty sure this is super useful
>Tracking
To be honest I would prefer Tactics, but I'm taking this for fluff reasons
>Stealth
Combat skills are good and all, but avoiding a fight is better. Usually because you get hurt less.

>Variable Weapon: Glaive on a stick. {-400}
Bear with me on this one, with gravity control I can make a small field on part/all of the glaive to make it spin, having it attached to a stick means I can swing it around like a buzzsaw/staff. The variable part is that the glaive can detach, even mid swing, to get more power behind the throw. It probably gets easier to manipulate as well, since I don't have to worry about the staff part at this point.
>Collapsible {-50}
That shit's big, yo.

>Ranged: Compact hunting crossbow {-200}
Since my main weapon is for fights I can't avoid, this is more for stealthing about/silent takedowns etc.
>Dust Mod {-50}
Seems useful for distractions, non-lethal takedowns, generally just good.
>Collapsible {-50}
Uh, reasons.

>Wilderness Gear {-50}
This seems non-optional. No-one ever thinks about needing clean water/food until they run out.
>Dust Charges {-50}
Muh Crossbow.
>Rebreather {-50}
I guess drowning is bad.

Background in a different comment because shitty character limits.
>>
>>44320648
Crew quarters don't appear to have single occupant rooms, so unless you're throwing them in an officer's quarter's (which is a strange way of "punishing" someone and creates the problem of where you put the officer) that isn't a very good option.
>>
>>44320640
>If started here
No, this conversation thread specifically started when some anons started talking about if a cheap battleship is better than an expensive cruiser. That's how we got to the weapon mounts and room number discussion.
>>
>>44320663
Background stuff: Always enjoyed exploring at a young age and parents couldn't keep me from getting out so they decided to have me learn survival skills. With that whole "Grimm murdering the fuck out of anyone they see" thing, combat was added under my survival skills lessons.
Growing up I spent longer and longer out of the city, but never really got harmed. Eventually I was spending more time in the wilderness than with other people and it was decided that I would join the Hunter academy, if only so my parents knew where the fuck I was for a few years. I wanted to be a Hunter since I was young but already consider myself one due to all the, well, hunting I have done. Not exactly experienced at working with people/doing literally anything but fuck about in the wild fighting assholes. (Read: The RWBY equivalent of the average NEET fuck on here. Kung-Fu NEET is totally a film I would watch though.)
>>
>>44320671
Well then there's another problem. Why do you have the same number of crew members as the absolute maximum your ship can support? Of course you get into problems like this if you're pushing limits.
>>
>>44320283
I wanted to make some fanmade DLC for stuff people wanted like more skills, ship customization and missions, but it kind of fell through with life in the way. I'm thinking about starting it up again, actually.
>>
>>44320587
> 8
Given that electronic warfare is something that even the most illiterate pirates have access too, going out into the unknown with no cyber security facilities is probably a bad idea.

> 10
Being able to make parts out of raw materials that you find is extremely useful for a ship that is away from resupply for months/years.

> 11 or 12
Holding cells aren't good for keeping specimens, and the stasis cell can only contain one thing, making it bad for crew discipline issues.

> 13
Watch Star Trek. Imagine if they didn't have a transporter.

> 14
Gotta keep sharp on a long journey, especially if you don't know what's waiting for you in the next system.
>>
>>44320681
Yeah, and the argument was that cheap/fast battleships have their uses. And deep space exploration is one of them because having more room is useful. Which as pointed out earlier was what the Excursion was designed for in the first place.
>>
>>44320727
No, the argument was that battleships have more weapons and hangar space, which is for combat. So you're wrong, this is about combat, not exploration.
>>
>>44320710
>Given that electronic warfare is something that even the most illiterate pirates have access too, going out into the unknown with no cyber security facilities is probably a bad idea.
Except E-War doesn't actually protect you from any of the dangerous E-War stuff. Sure, it can prevent the enemy from lowering your weapons and shields a bit... But there's no E-War defense against warp jamming, the real thing you need to worry about.

The best defense against E-War is going on the physical offense, outrunning the enemy, or you know, just cloaking and ignoring them since they can't find you.

>Being able to make parts out of raw materials that you find is extremely useful for a ship that is away from resupply for months/years.
You can handle that well enough with just basic engineering. A factory is where you actually have a production line for large amounts of new equipment like drones.

Another problem with the factory wing is that it also needs tons of resources, and if you can get all that then you're not exactly an "exploration" build anymore, are you.

>Holding cells aren't good for keeping specimens, and the stasis cell can only contain one thing, making it bad for crew discipline issues.
You don't need to keep specimens anywhere. The bizarre alien STD thing was just a joke, anon. You're not supposed to fuck aliens.

>Watch Star Trek. Imagine if they didn't have a transporter.
Yes, suddenly the show would be about the ship instead of about away teams.

If you really want away team capability then either land your ship if its small enough (destroyer? cruiser?) or get a drop ship.

>Gotta keep sharp on a long journey, especially if you don't know what's waiting for you in the next system.
Nah. This is just you making excuses for 3D video games. Extremely high quality crew is dirt cheap in SD, you don't need to train them up when you have thousands of elite veterans randomly running around.
>>
>>44320710
> electronic warfare is something that even the most illiterate pirates have access too
You're not fighting pirates. Don't need it.

> Being able to make parts out of raw materials that you find
You have an engineering bay already.

> Holding cells aren't good for keeping specimens, and the stasis cell can only contain one thing, making it bad for crew discipline issues.
Don't take dangerous specimens, and confine crew to quarters. Done.

> Watch Star Trek. Imagine if they didn't have a transporter.
This isn't star trek.

> Gotta keep sharp on a long journey
No you don't, you're not fighting.

Try again.
>>
>>44317350
Can I just say I spent 6 hours on a build before discovering a new version was out. Fml
>>
>>44317350
Woo, Stardust update!
>>
>>44320766
Why can't the teleporter be used as though it is Star Trek? What makes you think that the 'this isn't x' argument holds any water?
>>
Explorer

> Don't need a lab
> Don't take specimens
> Don't bother with security, communications, morale, discipline, or any of that nonsense.

Huh.
>>
>>44320780
He's just lazy.

But he's right that you don't need teleporters. They are just a convenience outside of sending hostile boarding parties. Everything else can be handled the somewhat slower old fashioned way.
>>
>>44320556
I agree.

>>44320395
Basically this.

>>44320483
This, too.

>>44320629
As in room types? I'm struggling with coming up with more since Rec rooms pretty much make up anything not currently present.

>>44320700
Do it. One of my theoretical upcoming DLCs is just an expansion of new stuff while expanding the lore.

>>44320773
This is the last one.
>>
>>44320802
They're a useful way of pulling people out of harm's way. You know, when you're months from home and can't exactly replace your losses.
>>
>>44320821
Or you could just not be an idiot and not get into those stupid situations in the first place. Problem solved.
>>
>>44320821
Don't send your people into dangerous situations. You're an explorer, not a combat archeologist. If you are a combat archeologst though, I'm sure your people can just hide in the heavy tanks.
>>
>>44320821
>>44320802
What's the other way? Are you assuming that every ship larger than a fighter has a shuttle?

If you seek to get off your ship and land on a planet without relying on an established infrastructure, you'll need your own methods which means either a teleporter or a drop ship is needed.
>>
>>44320745
> Everyone talking about deep space exploration

> This is about combat, not exploration
> Because I say so.
>>
>>44320849
> What's the other way?
You said it right there in your own post you fucking idiot.
> a drop ship
>>
>>44320849
You can buy a dropship or boarding ship if your main ship is too big to land.
>>
>>44320860
>>44320861
Which requires hangar space. And, as pointed out before, the Excursion has a lot more of that than any cruiser.
>>
>>44320860
>>44320861
So you're suggesting that they waste four hangar slots and 6m on a drop ship, rather than one room slot and 5m on a far quicker and more useful teleporting platform.
>>
>>44320869
>>44320876
Even a frigate has more than enough hangar space you babby.
>>
>>44320876
>more useful

Less useful really. Teleporter can't take vehicles or go through teleport jammers.
>>
>>44320880
Hangar space has more important uses, unlike room spaces.
>>44320888
Drop ships can't make transport instantaneous from any difficult-to-reach location, plus they can be shot down.

If you want versatility, go with both.
>>
>>44320888
> A ship with a teleporter is worse off than a ship without one

You know, it's really quite amazing how little imagination /tg/ has. Can't even think of the usefulness of being able to teleport things around.
>>
>>44320908
>Hangar space has more important uses, unlike room spaces.
You do realize this entire discussion is about how OMG CRITICAL having a large number of room spaces is, right?

>Drop ships can't make transport instantaneous from any difficult-to-reach location, plus they can be shot down.
The lack of your mechs and tanks in said dangerous situations with teleport just makes going with the dropship a no brainer. If it's dangerous, you need the dropship. If it's not dangerous, then it doesn't matter if its a teleporter or not.
>>
>>44320929
>I'm retarded and can't read :^)
>>
>>44320937
What if you don't know it's dangerous to begin with but then it becomes dangerous? A teleporter's the best method of getting out of good situations gone bad, unless you're assuming that half of galaxy is covered in teleport jammers.
>>
>>44320944
> think being able to teleport things/people around is useless
> accuse other people of being retarded
>>
1) Can a neutral origin build pick federation (or even pirate) crews? Or are they exclusives?

2) An extra room on a kilometer long ship is the same size of an extra room on a 100m frigate?
>>
>>44320961
Then err on the side of caution.
>>
>>44320961
See >>44320833
> Or you could just not be an idiot and not get into those stupid situations in the first place. Problem solved.
And
>>44320845
> Don't send your people into dangerous situations. You're an explorer, not a combat archeologist.

Try reading before you post for a change. Maybe then you won't look quite so retarded.
>>
just wondering is it intentional that scout drones are completely free with the Beatrice R&D background?

I must say its mighty convenient for a carrier based deep space exploration build
>>
>>44320969
I'm so retarded I can't read even when prompted to read :^)
>>
>>44320971
> Can a neutral origin build pick federation (or even pirate) crews?
Yes, neutral can pick either.

> An extra room on a kilometer long ship is the same size of an extra room on a 100m frigate?
Yes, each extra room is the same regardless of ship size/class, the only difference is the number of rooms the ship has.
>>
>>44320997
>Yes, each extra room is the same regardless of ship size/class
I think this is more abstract. AN infirmary that handles 6k people is different to the one that handles 12 people.
>>
>>44320985
Except that is exactly what you're arguing. That teleporters are useless because if it's dangerous a dropship is better and if it's not it doesn't matter. Again, totally ignoring the sheer utility of being able to teleport people/things around in favor of just simplifying everything down to a single binary choice and then accusing other people of being retarded if they see it differently.
>>
>>44321020
No. I'm saying that a teleporter isn't necessary if you don't have enough roomspace since you can easily handle their function in other ways. In some ways the other ways are even superior to the teleporter.
>>
>>44320997
wait how the heck does that work given that a frigate's rooms can only hold a good dozen crewmembers while a carrier can hold close to 4000 crew in total, does that make extra rooms completely pointless to take for anything that's not a frigate?

also wondering can we assume that 1 room will be sufficient to service an entire crew or will battleships/carriers need multiple mess halls and infirmaries?
>>
>>44320997
>Yes, each extra room is the same regardless of ship size/class, the only difference is the number of rooms the ship has.
Are you sure? Because I agree with >>44321014
Should a Dreadnough then have many standard mess halls and basic/standard infirmaries? Instead of only one?
>>
>>44320977
Someone erring on the side of caution wouldn't go into deep space exploration at all.
>>44320981
>What if you don't know it's dangerous to begin with but then it becomes dangerous?

Try reading before you post for a change. Maybe then you won't look quite so retarded.

Shit happens. Good situations go bad. A fight you think is a piece of cake suddenly turns out to be an ambush as a carrier bristling with state of the art drones with half a dozen cruisers as an escort pops out of warp-speed right on top of you. Not every encounter works out the way you think it will when you first initiate it. You need to be prepared for everything to go to shit. Your cocky 'I'm too cautious and too much of a master strategist to make the wrong choice' approach is just guaranteed to end up with your entire crew being punished for the lack of evacuation rooms, teleporters, digital security and so on.

Something good can turn bad. The only way to 'not get into those stupid situations' or to not 'send your people into [potentially] dangerous situations' is to not play the CYOA at all.
>>
>>44321033
Now that you said that, indeed Officer's Quarters size explicitly changes according to ship class/max crew. Should we assume this happens with the other rooms too?
>>
>>44321042
No. Mechanically it doesn't need more. That's all that matters, fluff it how you want

>>44321048
>Someone erring on the side of caution wouldn't go into deep space exploration at all.
Stop being retarded. There's a difference between sending your crewmembers somewhere alone and having your ship explore.
>>
>>44321053
I personally assume it does, still take multiple of certain rooms on my deep space build mostly for flavor purposes (having only one type of recreational room on a multi-decade journey sounds like a bad idea) but otherwise large ships would be completely unplayable
>>
>>44321056
Turns out that your drop ship came up on the sensors of that ancient Herald facility you were hoping to explore and accidentally activated it, or that your use of mechs and mobile suits for your explorers has alerted the natives, or a dozen other reasons for why being super-cautious as relying on drop ships alone for transportation will get your ass kicked.

Anything can go wrong for any reason at any time and deviate from your plan. You are not a master strategist, this CYOA's universe will not bend to your whim and never confront you with an unforeseen challenge. If you actually are cautious and you're prepared for situations to turn bad, you'd get as many of these 'useless' rooms as possible.
>>
>>44321137
Turns out that your away team teleporting into that ancient herald facility tripped a trap which fried them. If only they just used a ship.

Anything can go wrong at any time, anon. Such is life.
>>
>>44321056
> There's a difference between sending your crewmembers somewhere alone
And no one advocated for this. What people are trying to explain is that out in unknown territory, shit happens. Unexpected things are part of the territory. In fact, they're kind of the point. That is why it is good to pack something like a teleporter, it is a uselful tool in the face of the unknown because of the sheer versatility of being able to remotely move people from one point to another on demand.
>>
>>44321158
Therefore it's a good idea to have both options available, to cover every base and minimize potential losses if things go wrong.
>>
>>44321178
Or you could not be a fucking idiot. Amazing idea, I know, but you might want to try it some time.
>>
>>44321191
I'm just being more cautious than you are.
>>
>>44321161
Okay, this entire discussion has gone off on a tangent very far. I don't think it's more useful than a ship that's more than twice as fast. That's what it was about in the start. I don't remember saying that teleporting is useless, just that there are perfectly valid alternatives to it.

>>44321178
Nope, even if both are available your men still got fried because you used the teleporter. Isn't the galaxy an unfair place?
>>
>>44321220
Yeah, it happens. There's always the slightest chance that will happen. So the best idea is that have both options and look at every situation and determine which option is the better one. You might end up using the drop ship more than the teleporter or the teleporter more than the dropship but there will be situations where if you relied solely on the dropship or the teleporter, you would be punished.

And on the matter of being twice as fast, that doesn't matter nearly as much when it comes to exploration, which is the style of play we're talking about.
>>
>This debate
Can we go back to space waifus and how to romance Blueberry

Will best girl be added to the romance DOC?
>>
>>44321257
>DOC
I mean DLC
>>
talking about the teleporter
scout drone and science probe are both 2m length, would it be unreasonable to assume you could use it to teleport one of them instead of a crewmember?
>>
>>44321220
>That's what it was about in the start.
The start was "Anything above cruiser is a waste."
Followed by an argument over wether the Excursion is useful. Focusing in on deep space exploration and the usefulness of rooms therein. You claimed that having more than 12 rooms is pointless. So then it became a question of how useful various rooms are. The teleporter was brought up as an example of a useful room, which you claimed was wrong. So no, you did actually say it was useless.

> I don't think it's more useful than a ship that's more than twice as fast.
As was said earlier, that is a tradeoff. A tradeoff that sometimes is worth taking.
>>
>>44321316
>So no, you did actually say it was useless.
Where? I said there's an alternative with its own strenghts. Point out where I said so.
>>
>>44321281
Nope, you can only use crew members. On top of that, you can only beam away, not back.
>>
>>44321281
The way I envisioned teleporters is that you have to first "download" your body profile (which is probably several thousand terabytes at least), and then it just uses that to beam you in and out of places. You have to sync with it first.

>>44321257
I'm considering it.
>>
>>44321345
why would it only teleport humans? that doesn't even begin to make sense
especially not if it can teleport humans in power armor just fine
teleporting something purely mechanical or heck using it to transport small cargo should be significantly easier than teleporting a living person
>>
>>44321345
Both ways, friend. I dislike not having to explain sciences behind things but it wouldn't be very helpful if it couldn't beam you back.
>>
>>44321372
That's what the CYOA says. Don't like it, take it up with SDA.
>>
>>44321348
ah kay, still seems like it would be possible to download a drone into it
besides people are arguing the teleporter is largely useless, allowing small drones to be teleported seems like it would make the option somewhat more attractive at least, especially for exploration purposes when instead of having to risk a crewmember you could instead beam in a drone to check out the surroundings
>>
>>44321372
Reason why I want to keep it to people (and their belongings) is because with that mentality, what's stopping you from just teleporting bombs?

It's space magic. I ain't explaining shit.
>>
>>44321374
Doesn't say you can beam back. If you wanted it to say otherwise, then you should change it.
>>
>>44321373
Four of those are me, and none of them say what you're saying.
>>
>>44321392
Teleporting is a pretty big deal. Anyone who says otherwise is weird.
>>
>>44321403
Apparently /tg/ thinks that there's no point when there are dropships.
>>
>>44321417
Well a dropship or just landing your main ship are better in most situations, unless you took 0 ground vehicles.
>>
>>44321442
well now it is confirmed you can also use a teleporter to "recall" it is useful as a backup device to extract crew from dangerous situations or move injured crew quickly to your infirmary
>>
>>44320457
It's just... I don't want to pull a Bliss.
I don't want to spend months on something, and hype up the CYOA and really look forward to the builds...
and then it gets posted in two threads.
>>
>>44321442
For prolonged attacks, yes. But when speed is a priority or a dropship would be blown to smithereens by AA, having a teleporter could be a big help.
>>
>>44321442
> landing
Do we have any indication of which ships are capable of this? I assume fighters and frigates can, but can destroyers, cruisers, or battleships?
>>
>>44321477
Hyping a CYOA is full retard and you deserve it if you do that.

>>44321502
Destroyers I'm pretty sure can. It's questionable for cruisers. Battleships and up are almost certain not to be able.

You know SDA, this is really something that could use an explanation in the CYOA.
>>
>>44321519
not what I meant. More: Being all giddy and excited and thinking up all the different builds people can make, and hope I finally made something that has people interact with eachother.
only to have my hopes and dreams crushed.
>>
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You're inside the idependent system, and these guys slap your freighter's ass. What do you do?
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>>44321613
I don't have a freighter, I have a fully optimized carrier with zero extraneous features and maximized killing potential while being as close to indestructible as the system allows. I laugh at the babbies as my drones stomp them.

Seriously, what kind of pleb makes anything other than the ultimate optimized combat vessel? What sort of autistic faggot do you have to be to make an 'exploration ship' or a 'mining freighter?' Fucking faggots, all of you. I wish that SDA would just scrap all of the non-combat features so we could focus on the important, core features of the CYOA.
>>
>>44321613
I am my freighter, and I have a cloaking device.
So I guess I cloak. And then slap them in the ass right back when they're not looking.
>>
>>44321662
>What person would want to have fun?
Certainly not you.

Also, post your carrier build, faggot.

IT'S SHIT. SHIIIIIIT!
>>
>>44321613
The fact that they sent these guys..
If you have anything bigger than a frigate must be a trap.
>>
>>44321675
Already have, several times. No need to do it again. Find it, lazy fuck.
>>
>>44321683
>find my uninteresting sperglord build
Nah, I'm fine, thanks.
>>
>>44321672
>>44321613
It occurs to me that with a combined cloaking device and teleporter, you could cloak, sneak up alongside another ship, then quickly decloak, teleport over, slap the other guy on the ass, recall back to your ship, and then recloak. And if you're quick, all before the other guy realizes what is going on.

Thus beginning a reign of ass-slapping terror across known space. At least until the widespread deployment of teleport jammers.
>>
>>44321693
You just say that because it's better than yours, babby. Go and roleplay being a 'comfy' mining ship or something like the faggot you are.
>>
>>44321613
the carrier starts teleporting wave after wave of men into the frigate, probably losing quite a few before winning out due to sheer numbers
other than that hope my 20+ scout drones provide a meaningful distraction and my shields hold up
>>
>>44321703
At least I'm not violating the "you must be 18 to post here" rule.
>>
>>44321613
Ask them nicely to stop.
>>
>>44321613
These guys aren't even worth the ammo it would take to liquefy them. Teleport in, kill the fuckers and loot their stuff.

Also, are those fighters meant to be 75m long? I feel like that's a mistake there.
>>
>>44321715
I don't know, you must have the intellectual age of seven in order to be a roleplay faggot.
>>
>>44321696
Teleporters should be much more expensive desu senpai. I think SD is gravitating more to hard sci-fi than to Star Trek, so they must be rare and only used by spec ops and the richest people. 5m is a joke.
>>
>>44321725
Yep, I fixed that already.

>>44321732
>you must have the intellectual age of seven in order to be a roleplay faggot.
:^*
>>
>>44317350
I was going along making my awesome special build of snowflakeness, and I only now noticed the title limits.
I dun been hurt bad.
>>
>>44321706
>literally 7 guys
>still losing quite a few men
Ah, the joys of sending in boarding parties that consist entirely of unarmed and naked volunteers.
>>
>>44321739
FTL is a thing, so it's space opera. Deal with it.
>>
What NPC build should I make next?

I'm guessing something like Talon Hunter-Killer squad to kill all the minmaxers with one ship and nothing else (think EVE T2 stealth bombers), but I'm open to suggestions.
>>
>>44321761
well sending ship-sec to try their hands at boarding onto a ship that's likely designed to only fit 7 people at best is going to result in at least a few casualties
>>
>>44321791
>>44321761
How many guys can you teleport at the same time?

And you probably can't teleport too many to small ships with 7 crew, so the defender can place one machinegun in the corridor to fend off conventional infantry. We're not talking about 1300k builds, of course.
>>
>>44321613
I rek it. I mean, I'm pretty sure 98% of the people who've ever done a build in SD would rek that thing outright.
>>
S-SDA please respond

>>44321519
>>
>>44317350
Title: The Old Timer [+70m]
Contracts:
-The Twin Fangs, Tier 4 [+60m]
-All Aboard, Tier 4 [+70m]

Origin: Federation Civilian
Skills: Adv. Piloting, Standard Combat Training, Diplomacy and Mercantile
// Which skill is the best "leadership/officer" skill? For, you know, being the captain not the pilot.

Hull: Voyage
Ship AI: Cassandra
Energy: Nuclear Fission
Shield: Advanced
Command Mod: Cool Paint Job
Hull Mod: Hangar Bay, Teleport Jammer, Hull Reduction 2
//A spacious ship for confy travels. If it's ever attacked, it will probably to take the passengers as hostage, so no need for maxed shields but requires a jammer.

Spinal Weapons(2): None
Broadside Weapons(12): None
Point-Defence Weapons(6): 6x Flak Cannon
// Weapons are ugly, so only the bare minimum to defend it. I wanted LLC but it's energy use is too high, Machine Gun would also fit well (CIWS) but stat wise it's useless.

Hangar (7+2): Hull Repair Drone

Rooms(13):
0)Crew Quarters Upgrade
1) Officer's Quarters
2) Officer's Quarters
3) Officer's Quarters
4) Captain's Quarters
5) Advanced Infirmary
6) Advanced Evacuation
7) Fancy Mess Hall + Tavern
8) Lounge + Observatory
9) Recreation Room
10) Recreation Room
11) Recreation Room
12) Hypercomms Room + Digital Security Room
13) Aquaculture Room + Hydroponic Garden
// 24 confortable rooms for passengers, 12 for crew officers and 1 for captain/VIP
// Adv. Infirmary and Evacuation for emergencies
// Hypercomms is the today's wifi service equivalent, Digital Security Room for safe communications.

Crew (46): Amy Mccartney [4m] Nuclear Engineer
Ignacio Lopez, Perry West, Vito Lozano, 18 Civilian Workers
// I need only half of the max crew, that's 23, minus 1 (me) equals 22 crew members.
// I still have 154m for escorts or upgrading the ship.

Is it me or T1 weapons variety seems to suck? Machine Gun, LPB and Auto Cannon are useless.
>>
>>44321945
Autocannons are good if you want your point defence to have a bit more punch, such as on a carrier. Machine guns and LPBs work as cheap short range guns for drones and fighters.
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>>44321977
Autocannons are shit as point defense. You want maximized tracking and accuracy there. The primary point defense weapons in my opinion are flak and missile pods. Autocannons are better for drones and vehicle applications. For example there'd be no point for a combat drone to have a flak or a machine gun in its spinal mount, but the autocannon is perfect.
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>>44318414
Does anyone have the latest Slut life or Sissy life or any of those?
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>>44317662
>>44317711
>Skarmory: You gain the ability to shapeshift into a helicopter

At long last... A CYOA that will let me live out my dreams.
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>>44322006
I mean that carriers only have point defence slots, so the autocannon's high damage and RoF make it better against frigates and destroyers.
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>>44322006
>>44321977
Depends on what you are planning to defend against. If you want good defenses against missiles then light laser is the way to go, against fighters I would thing flack, drones though I would suggest Missile pods as drones are less likely to have adequate means to take out missiles. Autocannons seem like they would be the best tier 1 against frigates or destroyers that get close.
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So, I went out of my way to make the cheapest, still-functional mining vessel possible, along the same vein as the NPC ships being made and this is what I came up with.

Part of me thinks that a destroyer might still be too small to be efficient for mining, even with so much space devoted to cargo. Still, this shows it's possible to create ships for very low costs, if you're willing to cut corners and not use every weapon mount.

Part of me is tempted to switch out the solar panels and power capacitors for nuclear fission, in case mining would be needed outside of a star's range. Energy efficiency and all that, although the requirement of a nuclear engineer might make things too technical. Otherwise, I'm happy with this.
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>>44322093
I think that's pointless. Being sort-of, maybe, if you squint, dangerous to a frigate in short range with your massive carrier is kind of a pathetic achievement in itself. You should just maximize the defensive aspect of your PD and focus on drone offense.

Besides, missile pods probably give you more bang against frigates anyway, considering that a frigate is a tiny ship and the missiles can actually go around your ship to hit them, so all your pods could always fire on a single frigate.

>>44322106
I don't know about the light laser, it's range is pretty low for a missile defense system. Flak's is longer and its damage is better even without the vs drones and fighters bonus, so I think that's the premiere PD system that most ships should load up on primarily.

I'd say something like a 70:30 ratio of flak cannons to missile pods would be perfect as a defensive point defense system.
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>>44322149
>I don't know about the light laser, it's range is pretty low for a missile defense system. Flak's is longer and its damage is better even without the vs drones and fighters bonus, so I think that's the premiere PD system that most ships should load up on primarily.
>I'd say something like a 70:30 ratio of flak cannons to missile pods would be perfect as a defensive point defense system.

That's a thing I noticed too while making some builds, Flak and Missile Pods are too good compared to the rest of T1 weapons. Also LPB, LLC and Auto Cannon might have their niche, but Machine Gun is simply useless, Flak is direct improvement for mere 2m/1m, I think it should have some bonus against missiles and torpedoes, making it space CIWS.
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