Which Fighter Stays? Which Goes? YOU DECIDE!!
ฝัง
- เผยแพร่เมื่อ 21 ส.ค. 2024
- Welcome to Episode 8 of my Cosmoteer Let's Play! Ever wanted to manage your own starship? How about building and upgrading it too? And what about more than one ship, your own fleet even? Cosmoteer has it all and more!
********************
Help Support Aavak’s adventures on Patreon - / aavak
Join Aavak and the Dapperlings on Discord - / discord
Aavak on TH-cam - / aavak
... and - / @aavakafterhours
Aavak on Twitch - / aavak
Aavak on Twitter - / aavak_
Aavak on Instagram - / aavak_official
********************
#LetsPlay #Cosmoteer #EarlyAccess
Cosmoteer Playlist: • Let's Play: Cosmoteer ...
Cosmoteer on Steam: store.steampow...
********************
3rd party music attribution:
Music from filmmusic.io
By Kevin Macleod (incompetech.com)
License: CC BY (creativecommons...)
End screen background music - "Frost Waltz"
End screen & character art:
Jackie Musto - www.kayandp.com/
Which fighter is the weakest link? Which design should we keep going forward? Let me know below!
The dpr2 looks amazing! I sadly can’t finish watching the video today so I won’t be able to “Vote” yet rip
Yes
Fusion!
I would say that the DPR4 is probally the best out of the options, just seems to work so much better its not even funny.
The drp3 and 4 names sard and snowflake
The trick with false shadows is incredibly well done. In a game that's literally all 2D and flat, adding some dimensions makes it much more aesthetically pleasing.
Thank you kindly :D
@@Aavak Congrats, I just noticed you have someone doing that scam of someone trying to impersonate you.
Check the reply to my comment on this video, and get on banning them if possible.
Please and thank you. ❤😂
Also, if you don't mind, make an announcement at the start of one of the videos about that, because It's likely that someone will end up falling for it for whatever reason.
Actually, I'm not sure if it was your video, but I did watch a video with such a warning recently, but I don't really remember what game it was on, or if it was you or not, so I decided I should just bring it to your attention, just in case. 😅
@@Petq011 I can confirm this is true... i just got one of those fake scam people as well
@@arcanumelite4853 I mean, I have no reason to lie to Aavak of all people but thank you. It's appreciated.
There has been a "rise?" of this exact scam recently, and it's on pretty much every gaming channel.
It'd be nice to see them gone... or rather, not see them at all anymore. 😅
Since the DPR1 is named after a type beetle, how about keeping that theme going? I think that "Hercules" (as in the hercules beetle) would be a good name for the DPR2, as the hercules beetle is one of of the strongest insects that currently live. There's even a myth that the hercules beetle could carry 860 times it's own weight! I ask kindly that you would please take this name into consideration.
Update: He actually chose "Hercules" as the name for the DPR2, we did it! Thank you so much Aavak!
Also like this with a Stag beetle
It looks more like a scorpion or a stag beetle.
@@takirosh Scorpion sounds more like a name for an attack ship
@@SomtimesHeron Even though the DPR2 looks more like a stag beetle, the name "Stag" sounds a bit weird to me, and there otherwise isn't too much special about the stag beetle I guess. It's still a good suggestion though, keep the insect theme going 👍🏼👍🏼
@@oversecus833 Have you ever been bitten/stung/pincered by one? Hahaha
Since the bottle neck of the DPR4 was crew but had a higher overall performance than the DPR3, and you are planning on only keeping one, it feels like keeping the DPR4 and freeing up the DPR3's crew alleviates the crew bottleneck and gives you the better performing ship.
Very succinct and exactly what I was going to say. Thank you.
I’m not even 5 minutes in and Aavak has already praised the one true best girl Tech-Acquisitor Scaevola. He is truly a man of great insight. May his fleet be blessed by the machine god and propelled to greatness by the motive force.
The technique to have a dark fade as shadows to create depth is one I use on all my ships and I love the way you've used the technique, too! I just made my first diagonal ship today, so this is a lucky coincidence
Great minds think alike! :D
You can right click on the mirror mode button to change the axis that it mirrors on (or even mirror across multiple axis), which is really useful for diagonal building :)
thanks! Build my first diagonal ship yesterday and was wondering about that and didnt find a solution^^
Wait, does that mean you can use it for radial symmetry or four-way symmetry?
@@EpsilonRosePersonalyup, up to 8 way
@@kluuvien8204 Ooh. I should look into that.
So, I've been watching you for close to eight years. You're one of, if not my favourite LPer on youtube, and I watch a lot of them. For most of that time I wouldn't have considered aesthetic design to be one of your noteworthy strengths. You've always been pretty good at it, but not to the point that it's one of the main things I'd recommend the channel for. That said, your visual designs in this series have been far and away the best of anyone I've seen playing it, and are on par with the ships that come included with the game in terms of aesthetics, while being no slouch in terms of performance. It seems my prior opinion wasn't doing you justice. Bravo, sir!
Such incredibly kind praise, thank you!
I think I’m liking the heavier, faster and more maneuverable dapper 4.
I have two strange/interesting ideas. One could be changing it to be focused on broadsides. Maybe even put your guns only on one side and then it can just orbit its target on that side.
Second could be a rear facing launcher, when you blast by you can launch emp or nuke missiles. On a fast ship like that you can really choose an optimal point to launch from avoiding point defense.
Regardless if you like and or use my ideas I’m loving the series, all the building and experimenting is great!!!
For the diagonal ships, I might suggest trying out some of the 2-way thrusters. They could be functionally used on all sides, really and provide turning and maneuvering speed.
I really love the look and capabilities of the DPR4 (which I was thinking of as "The Eagle" because it looks like an eagle diving on its prey).
It certainly seems like the DPR4 is the more functional ship, and I really like its design, almost looks like a swallow with the swept back wings and tail. Shame it doesn't keep the insect theme though, maybe Hornet? After all, it does fly around and harass people with little (but very hurty) stings.
As for the DPR2, I think you should call it the Hercules, after the titular beetle, as the twin-prong cargo holds somewhat resemble pincers, and it's big and chonky.
They both have good qualities: One is a Murder Snowflake, or a Shuriken; the other is a Death Sparrow, or a space shuttle with a Batman cape? I do like the hyper jump ability and the appearance of agility in the DPR4 most, though.
I will say I accidently jumped into a higher lvl system and maybe keeping the disruption guns on is a good thing to do. Also love your designs. I make flying boxes and it is a bummer. But I like watching you build because it helps me get a better idea of how to shape my stuff
You're more than welcome :D
Big fan of the series! The DPR4 is clearly superior, and it looks like the F117 Nighthawk stealth bomber with that tail which may be the sense of familiarity! I recommend one laser and one disruptor to make it the ultimate cockpit sniper/disabler at these lower levels when it's often exposed. (Please call it the Nighthawk!)
The DPR4 „Spider“!!
@@wombatgirl997 Excellent point! Really like they idea. My personal favourite stealth is the F-22.
@@wombatgirl997 also supremely excellent
Ah, a nice long and entertaining video from Aavak, and only minutes after being uploaded! Here early and ready to watch, best thing to do right before sleep.
Good to be back, reminds me of the all the fun times I had with your channel. Been subscribed for 8 years, and you've never had a single bad video.
That's incredibly kind of you to say, thank you :D
Aavak looking at ship roles, at this point in the game there are 4 main types. The 1st type is your starting ship it becomes a Dreadnought/strong defance tank with lots of shields/armed mainly with long range artillery. The 2nd is a harvester/scavanger/factory. The 3rd is fast moving attack ships, a few small guns or a larger one for greater range. the 4th type is a sniper corvet with missiles/railgun/deckgun or a combination of the some of those three.
Fun thing is if you have a ship that uses shells or missiles for ammo then it's best that thay are built on that ship rarther than the factory ship. A shell factory for a two cannons works very well it just needs small transfer of sulpher some times to reload. As for the Fighter's power problem, just replace the jump drive with a second small reactor wile flying around in a star-system, you only need one for jumping out of a system and into another one.
That's a very good point!
I'm loving the 4, it's a gorgeous little gunboat.
That "illusion of depth" effect using the dark decals for shadows is amazing!!
I really like the pace this videos are having, thanks a lot Aavak!
You're more than welcome mate :D
Just watch the last video and thought oh now I need to wait and see this
One thing I noticed when playing, is that you can save ship designs, and then paste them into your existing design. That allows modular design, or saving ship elements like a thruster block, to add more of as the ship design grows, and to not have to re-make it every new ship.
The sheer amount of artistic prowess you possess as shown in your paint jobs is simply incredible. Your ships are so aesthetically pleasing to look at. From the countless videos on Cosmoteer recently, you definitely are up there for some of the best paint designs.
An hour long video from one of my favorite content creators. Glorious!
The birb shaped one is definitely the best looking of the fighters.
Great content so far. You are my favorite youtuber for this game by a long shot. Every time I watch an episode I get some inspiration for my own game. I've also got a factory freighter going but mine is three times the size of yours and 10 times as ugly. It was originally a smallish NPC ship I stole, and the paint job from that ship is still on my ship just sort of centered on it.
Hehe, to be fair, the painting takes me like an hour after each episode XD
I like the name sparrow for DPR3. With a little more work and the addition to hyper drive the DPR4 could be a really nice missile boat, since it is so efficient as is. Note: many ships tend to have point defense on one or two sides. A maneuverable missile boat could take advantage.
I Love the amount of cosmoteer vids rn
At this rate the DPR4 while being the larger "fighter" (It's a gunship at this stage, fighters are usually one person complements) is large enough that if you were to merge the DPR3 crew into it, you could add more weaponry into the wing sides, not only doubling the firepower, but would add more coverage in case your maneuvering can't out turn the target. It would make it absolutely lethal.
Most of space combat isn't about maneuvering (Though it is helpful in dodging incoming fire to begin with!), mostly its about the profile. The bullets don't track, so you expose yourself to as little as possible by using a slim design, and continue moving, you should be relatively fine under fire. This is how most fighters or gunships or similar craft in space work. Take a TIE fighter. It's just a sphere with two massive targets on either side, increasing its profile. Something I learned while playing Space Engineers.
Shaped like a bird, armed with disruptors, the DPR4 should be nicknamed the Bird of Prey!
you can right click the mirror mode icon and set it up for diagonal. there is also a hotkey to flip things, hold ctrl and right click and you horizontally flip, very useful for wedges.
another thing to keep in mind is armor pattern. you want your armor (when possible) to have a brick pattern with the wide side facing the incoming fire, this increases armor effectiveness by making enemy fire hit more pieces which increases time it takes to break through the layers(only applicable when armor is at least 2 deep of course). oh and you definitely want fire extinguishers on a ship to minimize damage fire causes.
I like the DPR4 both for aesthetics and i like the idea of a strike craft
you can right click on a bunch of buttons. The mirror mode button will allow you to mirror horizontally, vertically, diagonally, 4-way and 8-way too. You can exclude certain items from being picked up, like ammo, sulfur, iron by right clicking the gather resources button.
I definetely like the DPR4 more though. As for a name, well, we seem to be sticking with a beetle theme so with its avian design perhaps the European rhinoceros beetle (Oryctes nasicornis) would be a fitting name? It doesn't even eat during it's adult stage, only consuming reserves created in it's larvae stage.
A way to deal with multiple of the same ships could be to make the numbers a designation of class instead of markers.
DPR1, Scarab, Destroyers
DPR2, Hercules (my suggestion, due to the way the storage looks like pincers), Haulers
DPR3, Fly (my suggestion), Fighters
This could make it much easier for you and us to refer to a specific type of ship when you inevitably have so many this system becomes unavoidable
Epic space battles of future history!!!
I would keep the DP4 and rename it Raptor. It would be cool if you could put 2 disruptors just behind the forward thruster, as you should have the crew and power for it. Nothing more frustrating then having someone disrupt a vital system then blow it up on you. Have a Great one and keep up the good work!!!
DPR4 is the design I would keep. It has more speed, more armour, and a hyperdrive. It does require 8 crew, but you won't have to rebuild it in between systems.
The capacitor on the fighter is going to require a lot more crew, the bars in the bottom tell you requirements for various things. The ship is small enough that the space could just be used for the thrusters instead of the capacitor. Or trading out the capacitor for a jump drive.
Disrupters seem annoying at best. My shield-based mining laser ship face tanked them without any issues as that should be when they work the best.
So happy they fixed the ship facing in combat.
This fighter test is a great example of how power to move the ship is more useful than wind up time. Should still be able to cut the engine room, just keep the larger engines and trim a touch of the armor off around the edges. If going with the engine room, the smaller engines do work quite well.
A few considerations:
1. A medium reactor will practically double crew efficiency delivering power, especially when using engine room. Might be worth putting on fighter to help run it with less crew.
2. Assuming linier warm-up thrusters do this in 1 second:
Small 400-400 thrust 100% total, 0.03 power/sec
Standard 0-1200 thrust, 100% total, 0.1 power/sec
Large 0-1600 thrust, 50% total, 0.2 power/sec (also boost thruster in non-boost mode)
Huge 0-2000 thrust, 25% total, 0.4 power/sec
Boost (boost mode - temporary) 9600-9600 thrust 100% total, 0.6 power/sec
So, it actually looks like the larger ones will still be more maneuverable even within the 1st second and even more so after that. Please correct me if I'm wrong anyone.
For quickly getting into position boost thrusters in boost mode is by far the best (9600 thrust, no warm-up, similar footprint to large) & works especially well with engine room + medium or large reactor - would like to see you try that. They're equivalent to large thrusters with boost mode off.
[Edit] I found using a mix of boost and normal thrusters on an engine room works really well because you want crew to keep taking power to the room while the boost thrusters are running so when the boost stops the boost thrusters are re-powered quicky, and they won't if you don't have some normal thrusters using power too (boost thrusters don't let power be delivered while boosting). e.g 1 large and 1 boost on each side.
3. Smaller crew bunks are useful for limiting crew so they barely move while working which can dramatically increase their efficiency.
e.g you can power 3 huge engines off an engine room right next to a large reactor with just 2 guys if that's all they do and no one else is allowed so they stay in place doing just that. You might need 5 or more to do the same if others start doing the job e.g walking across the ship, through the reactor then they guy who's at the reactor has to walk though it to do something else, like take power to the guns etc. Walking through buildings at 50% speed eats efficiency.
With roles using a bunk you can have 1 guy operate something and another do a dedicated task really efficiently (e.g power engine room).
4. Not sure if you've done so but it's a good idea to put ammo factories (or less ideally ammo storage) right up against the flak guns. They absolutely gobble ammo 4/s (most guns are ~1 pwr/s). It's more efficient to carry the sulfur from afar than ammo.
Unless the game has changed a full ammo store will explode more violently than an ammo factory too - another advantage of just putting factories right next to where ammo's used.
Good luck! I'm enjoying the series!
Thanks for this awesome summary of tips!
Yeah the paint job on the Dung Be... ahh.. DPR2 looks great Aavak!
Diagonal ships, especially those Youre considering flanking with, really don’t need front thrusters. And it significantly weakens your front armor.
I spent 2 hours looking for information on how to make a diagonal ship and how to make a 2ndary ship. Thank you. Honestly, you should make a 5 minute guide on this. I could not figure this stuff out.
Now that definitely looks like The DPR3 „Snowflake“ or The DPR3 „Spider“ (to continue the bug theme)
I'm the dude from Lathrix that commented on episode 1 of Cosmoteer.
I'm still here.
You have not disappointed.
Shit, does that mean I'm a fan now?
Hehe, glad to see you around still No Bob :)
I think another reason why DPR3 moved so weirdly at 36:40 is because all its thrusters are pointing very close to its center of mass. This makes it very hard for the ship to turn itself around. It would thin the rear armour a bit, but (assuming you can overlap the nozzles/exclusion areas) turning the two tiny thrusters on the DPR3 inwards should greatly increase the amount of torque they can produce.
I was going to say the same; the thruster positioning results in an awful ability to turn. As for overlapping exclusion zones, the nozzles cannot overlap, but the empty space can. That fact is really super useful for saving space, and I feel like Aavak should look into using that in a future design.
Well, I was definitely noticing the avian resemblance whilst you were making the fighters! They kind of give off a swallow type of look. Perhaps a fitting name for the fighter, hmm?
Also, the tooltip about disruptor bolts chaining through armour is mentioned on the armour plate itself, stating it "acts as a lightning rod".
DPR3 is too slow to really do what you want it to.
A Sword and Shield approach could be interesting, using DPR4 as the Sword and remodelling DPR3 into the Shield with PD, shields and maybe a Flak Cannon. As a Shield, it could even body block shots for the other ships giving them time to retreat or repower as needed
true both ships are usefull in one way or another
1:10 Now, the only thing left is to recreate it in "From The Depths". :D
Strafe : Hold shift, drag the '+' arrow to where you want it, still holding shift, grab the 'o' (or swirl) arrow and drag to where you want the ship to aim.
This has presented the idea of having one ship purely geared to tanking the attacks. Draw the attention, possibly give it the disrupters to shut down shields and weapons... while another ship or two with more maneuvering can swing around to dismantle it with some precision, based on what you want to salvage from.
With the bug theme, could call the DPR4 Hornet or Wasp. I'm kind of inclined to the DPR4 design.
The fighter is nice, but the options are to redesign it with a jump drive... or, design the Scarab to keep rebuilding it for jumps. So to jump you would abandon and salvage it... don't know if you end up losing materials doing that. (Of course, you could have two designs... fly it near a ship with cargo space and supplies, then swap to 'jump mode' (load design) to jump, then swap back to 'battle mode'.)
I like the "Fighter" one. It seemed more reliable at one point.
But seeing the final result of the DPR4, and testing it myself, I like it and how it feels.
I vote for the DPR4. :D
I think DPR4 is the better option to save. DPR3 is just too slow to be a surgical strike implement, which is what I think the intended function is.
As far as names go, the DPR2 has consistently struck me as a "Bagworm". And maybe "Jewel Wasp for DPR4?
I think the engine room is a good design option, and I also think that a single laser and a single disruptor would be a good loadout. The disruptor to help disable ships as a form of defense, and the laser to do permanent 'disabling' via destroying things- or to help burrow through armor and weapons to get to more delicate bits.
Epic... Space battles of history? (How on earth did I find this video before Aavak even announced it was up...)
Edit: Okay now that my dumb joke's out of the way I vote for DPR4, it seems a bit easier to upgrade. Though, I think they're both way too heavily armored on the sides for their size, and it's probably why you were having speed issues, more than the engine room stuff...
A keen eye!
you can use structure on the non-exposed armor plates to reduce weight for your fighters while still having armor covering everything. as long as you use doublesize plates for the exterior, it should be enough armor for the fighters to leave engagement range if they get targeted
Both this community and you are amazing!
Good day/night to all
Point defense can be used offensively, I've been using 3 tiny ships with 4 point defense each. They can't be aimed at a specific thing but doing fly by attacks which ram the room u wanna kill and it goes fast
This is a great suggestion actually, especially for a super small fighter.
@@Aavak I'll post my current design on discord
DPR4 is a clear winner. As stated in many other comments, Medium Reactor and/or replacing unnecessary armor with structure will solve the energy issue and the crew issue solves itself when you eliminate the DPR3 (as you stated you would do).
Ahhh I see you have the same problem I have whenever I build ships. I want to build a fighter and start out with every intent to build one but somehow end up with much bigger ships.
Indeed! At least it seems I am in good company :D
Fun (not necessarily good) Ship Type Suggestions: Heavy Broad-sider battlecruiser, high speed missile spitting destroyer, ridiculous one of everything gunship, barely mobile heavily armed Space Station replica, pure shields focused barrier ship.
The jump drive really doesn't need to be anywhere- oh you changed its location as I started writing this comment, the one with the engine room is much much better than the spiky ball.
As much as the spiky ball makes my Dwarfy heart happy (it menaces with spikes!) yeah, seems that the DPR4 is the stronger ship for its intended role.
Yay!! More spaceships!
Maybe go with your carrier idea. Make a base that has good warp capability, you can then paste your designs directly into the blueprint and attach them.
Break off the fighters and leave mothership on the edge of the system and when done simply return the crew, dissolve the fighters to rebuild the attached, and warp to next map
Name propositions for the ships:
DPR1 - SCARAB
DPR2 - STAG (BEETLE)
DPR3 - FLY
DPR4 - MOSQUITO
DPR-4 is better. Keep that one. Also looks cooler. Maybe call it the “Swallow”.
I like the DPR4 (possible name : Shrike) the best. It reminds me of a fighter in a sci-fi game I played once. Great video sir. Possible fix for star drive version; move fire extinguisher to the other side and add a new double crew berth in its place ( should give more crew and cut down on the referb :) ). Loving this series.
Both of them ended up using lasers so....
Personally I like clean surgical strikes to maximize loot. So for me the DPR4 would be the craft to go.
dapper 4 is overall the better ship in my opinion both looks and also performace and it also kinda looks like a crow
I like the idea of naming the shorter fighter the caltrop. It kinda looks like one of those little spike balls
People have already said it but I like the name Hercules beetle for the Carrier, As far as the fighters go I like the DPR4 and I think you should name it the wasp.
i finally figured it out. the scarab looks like the Battlestar ships from Battlestar Galactica show. if you have multiple fighters just called them the swam 1,2 ext...
I'd keep the DPR4 and maybe even make it a bit larger to outfit it with a bit more firepower and maneuverability, Making it more of a strike craft instead of a fighter
I agree with other people for dpr2 to be called hercules, very fitting
Maybe it's been mentioned but you can use Ctrl+Function key to assign your ships to groups, would save you from drag selecting every time.
equip the mining lasers in the fighters with the disruptors. Disrupt and Dismantle, all at the same time!
You could name them Crows, a murder of crows… and you could use a stealthy paint job
First fighter is a rat, second is an urchin, third is a crow.
eventually there will be real carrier ships with fighter/bomber and construction drones as well as a remake of the entire repair system so each system has to actually be repaired by your crew/construction drones instead of happening instantly.
"Dapper-2"
"Argh! My Liver!"
Dpr2 starting to look like a Hercules beetle, and dpr3 acting like a mosquito quick and draining.
I love the dog fighting fighter builds.
It's basically a choice between speed and crew, knowing crew can be aquired and speed can not without a redesign i would choose the DPR4 with a name suggestion! The "Iron cross" beetle or the "Firefly" beetle because they do look like the have wings on their back! And may i suggest adding small thruster to the front of the ship?
my take is that the dapper 3 is good for mass production in a local system vs the dapper 4 which can jump between systems.
dapper 3 is a good choice for a base or aircraft carrier. dapper 4 is more fleet standard.
That's a very interesting take, I like it!
4:31 I don't think that would work too well... while possible, it would be much too inefficient. The reason being: You're limited by control points.
If you're making a bunch of mini-ships to "launch", then you're making double the cockpits for no reason. With that comes the energy and crew costs to match. I suppose that extra crew/power on the main ship could then repurpose to man the weapons, but I think you would need to micro-manage that AND it would require some transfer time.
I'd say a DPR4 variant with all the thrusters connected to engine room may be the best one
Just want to point out that armor weighs three times as much as most other things per square meter so you've basically quadrupled the weight of those fighters of yours, might be better to tone it down a little.
You might also want to build around a medium reactor instead of using more crew, as long as you're not using shields you should be able to power everything on those fighters with 2 crew that way.
That's certainly an option!
I'm not sure about the fighters, but I do have a name suggestion for the DPR2. I think Termite would be great, because they chew out wood (or woody objects) and then make structures with them. This seems appropriate for a mining and refining vessel to my mind.
The DPR2 does look very dapper!
Puts my own craft to shame! :D
I'd say DPR4 should stay, maybe improve upon it and keep the lightweight mobility base design. You should really give it a name too.
My vote is Daper 4!
I think the DPR 3 and 4 should be called 'Ants' that would be a fitting name for the small fighters
Im glad they added the build new ship button on the top left corner, it might be an advanced control setting idk i see it up there at least
as far as I can tell in my own playing, as cool as it can possibly make them look, ships being diagonal on the grid are at a disadvantage in speed compared to otherwise
To test out power efficiency you can briefly make your weapons to fire infinitely in remote area and move your ship at top speed, then you'll know if your design is energy efficiency in combat.
if you keep the insect theme going, the fighters can be various types of stinging insects. mosquitos, bees, wasps, etc. unless its a beetle theme in which case I cant think of a good name for them.
I'd say that DPR 4 is going to be the better choice overall, but if you feel that the jump drive is a bit of a burden to fit in, you could just tool around the system without it, and then when you want to jump the fleet, you make a temporary addition of the jump drive to the ship. It's a big room for such a small craft, and no need to have it on board all the time unless you want to teleport about in system with them. And with their high speed, I don't think that's a need.
You know what this game needs?
RAMMING WEAPONS!
HUUUUUUUUUUUUUUUAAAAAAAAAAAAAAAAA!!!!! RAMMING SPEED!
Name suggestion for the little fighter: Fire ant
That beautiful bird, the DPR4 is obviously the superior craft. It could also probably cope with a crew of only 6, assuming you kept the engine room close. It only seemed to have issues once that corridor got longer.
As well, I will say that point defence is not something you want to skimp on, as missiles can _really_ ruin your day if you are not careful.
Also, as a diagonal craft it is also far superior to ever other ship in the fleet; you should replace all your other ships with more of them. /s
21:35 - Ahh, he noticed! Damnit.
At least the DPR4 is capable of doing flanking maneuvers. DPR3 is a bit too slow for it.
I like very much the avian type design of the fighter craft, but, very fast manouvers and reaction speeds would be best suited for hangar type craft that have a mothership and live mostly in the hangar bay, for escort craft like the new fighters I would go for the large thrusters, so the Scarab doesn't need to cripple its speed in the travel areas, and the fighters go full throttle all the time.
I believe that escorts need to be faster than the main ship in general so they are able to peel off their formation in a heartbeat and circle the enemy before the main guns can fire, braking the enemy's concentration and getting them in a better position for a more efective shot from the main ship in the formation.
All fair points.
@@Aavak hello master dapper thank you for the response, I feel honored to be seen by such a magnificent Sir such as yourself.
much love from Brazil.