TSN Heavy Division drafts

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  • #33076
    Rakaydos
    Participant

    The following are first (aside from the cataphract) drafts for TSN Heavy Division ship designs, intended for use as NPC ships but playable as PC ships in the simulator.

    The Efreet is a TSN Dreadnaut/command ship. Able to match or best Lancer in beam fire, Horizon in tubes and munition counts, and a stock Juggernaut in front shields, the Efreet suffers in energy efficency (ship efficency relative to cruisers, and warp efficency even relatie to stock) and turn speed. The internal file I rigged up ages ago for a TSN heavy has a layer of difficult-to-repair armor, and more shield nodes than 3 non-cataphract ships. As an NPC ship, I have not placed engine or maneuver nodes, but the front beam node is unreachable, there’s a targetable pair of nodes on the back bottom of the saucer, and another pair of nodes in the inner warp pylon, where you have to find a shot past the saucer to reach.

    It carries a pair of fighters because dreadnauts and juggernauts have fighters- since heavy ships are not normally player ships, the fighter complement isnt as big a deal.
    (devnote: needs drone launchers added)

        <vessel    uniqueID="27"    side="0"       classname="Efreet" broadType="player carrier">
        <art     meshfile="dat/artemis-5.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.25" pushRadius="150"/>
        <internal_data file="dat/artemis-5.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="70" back="50"/>
        <performance turnrate="0.003" topspeed="0.5" shipefficiency=".72" warpefficiency="1.44" jumpefficiency="1.2"/>
        <beam_port x="0" y="50" z="212" damage="0.5" playerdamage="5" arcwidth="0.2" cycletime="6.0" range="2000"/>
        <beam_port x="53.84" y="-32.26" z="63.46" damage="2.5" playerdamage="3" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="-53.84" y="-32.26" z="63.46" damage="2.5" playerdamage="3" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="-120.53" y="-11.83" z="-182.14" damage="0.25" playerdamage="3" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="120.53" y="-11.83" z="-182.14" damage="0.25" playerdamage="3" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_storage type="trp" amount="20"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="6"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="4"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="12"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="20"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="2"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="2"/>  <!-- Tag"-->
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-81.6" y="5.1" z="-235.4"/>
        <engine_port x="81.6" y="5.1" z="-235.4"/>
        <engine_port x="-153.0" y="10.9" z="-187.4"/>
        <engine_port x="153.0" y="10.9" z="-187.4"/>
        <long_desc text="Efreet class Dreadnought^Standard TSN Heavy Division Flagship^3 primary beams^1 main beam cannon^3 Torpedo tubes^Stores for 4 nukes, 10 homing, 8 mines, 5 ECM, 4 PShock."/>
        <carrierload baycount="2"/>
      </vessel>

    The Hydra is a fleet carrier that is also armed to defend against enemy fighters. Armed with fast tracking turreted RAM beams, the NPC version (which simulates 300% manual fire by boosting damage, not rate of fire) can one-shot 1 fighter in front of it and 1 fighter behind it every 30 seconds. however, it has no drone defense, and it’s warp efficency is awful in comparison to an optimized cruiser design. it carries 3 fighters and 2 bombers by default- it should probably carry more, but I recall there being problems fielding more.

      <vessel    uniqueID="28"    side="0"       classname="Hydra fleet carier" broadType="player carrier">
        <art     meshfile="dat/TSNMediumCarrier.dxs"    diffuseFile="dat/CarrierDiffuse.png"
                 glowFile="dat/CarrierGlow.png"    specularFile="dat/CarrierGlow.png" scale="0.25" pushRadius="150"/>
        <internal_data file="dat/TSNMediumCarrier.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="30" back="20"/>
        <carrierload baycount="5" bomber="2"/>
        <performance turnrate="0.0035" topspeed="0.5" shipefficiency=".6" warpefficiency="1.2" jumpefficiency="1.1"/>
        <beam_port x="0" y="-22" z="143"  damage="12" playerdamage="15" arcwidth="0.48" cycletime="30.0" range="800"/>
        <beam_port x="0" y="57" z="-262"  damage="12" playerdamage="15" arcwidth="0.48" cycletime="30.0" range="800"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_storage type="trp" amount="6"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="1"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="4"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="2"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="8"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="2"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="2"/>  <!-- Tag"-->
        <engine_port x="-96.104828" y="-3.736436" z="-206.067001"/>
        <engine_port x="-49.342007" y="13.807057" z="-246.574982"/>
        <engine_port x="-47.541462" y="-9.202737" z="-245.196808"/>
        <engine_port x="96.104828" y="-3.736436" z="-206.067001"/>
        <engine_port x="49.342007" y="13.807057" z="-246.574982"/>
        <engine_port x="47.541462" y="-9.202737" z="-245.196808"/>
        <engine_port x="0" y="25.578470" z="-219.469696"/>
        <engine_port x="0" y="-9.545690" z="-216.306778"/>
          <long_desc text="Frontline carrier with air defense guns^2 fast tracking RAM beams^1 Torpedo tube^Stores for 1 nukes, 6 homing, 4 mines, 2 ECM, 8 PShock."/>
      </vessel>

    I’ve been messing with the Cataphract for awhile, and I think the Heavy Division is the place to put it- a nasty sucker punch, durable, and an ok followup damage output. As a heavy division ship, it gets the reduced warp effencency and turn rate expected of a non light cruiser. The NPC version is set up to use it’s siege beam, and immediately follow up with a “P-shock”, but can only do once this every 5 minutes.

    ` <vessel uniqueID=”26″ side=”0″ classname=”Cataphract Class” broadType=”player”>
    <art meshfile=”dat/Cataphract.dxs” diffuseFile=”dat/artemis_diffuse.png”
    glowFile=”dat/artemis_illum.png” specularFile=”dat/artemis_specular.png” scale=”0.22″ pushRadius=”150″/>
    <internal_data file=”dat/Cataphract2.snt”/>
    <!– Weapons and Shields modified (1/4)–>
    <shields front=”30″ back=”20″/>
    <performance turnrate=”0.0035″ topspeed=”0.5″ shipefficiency=”.6″ warpefficiency=”1.2″ jumpefficiency=”1.1″/>
    <beam_port x=”0″ y=”50″ z=”222″ damage=”40″ playerdamage=”75″ arcwidth=”0.05″ cycletime=”300.0″ range=”1500″/>
    <beam_port x=”0″ y=”-40″ z=”210″ damage=”3″ playerdamage=”3.34″ arcwidth=”0.285″ cycletime=”6″ range=”1100″/>
    <beam_port x=”126.5″ y=”22″ z=”122″ damage=”2″ playerdamage=”2″ arcwidth=”.425″ cycletime=”6″ range=”800″/>
    <beam_port x=”-126.5″ y=”22″ z=”122″ damage=”2″ playerdamage=”2″ arcwidth=”.425″ cycletime=”6″ range=”800″/>
    <torpedo_tube x=”0″ y=”122″ z=”-176″/>
    <torpedo_storage type=”trp” amount=”8″/> <!– Homing”–>
    <torpedo_storage type=”nuk” amount=”2″/> <!– LR Nuke–>
    <torpedo_storage type=”min” amount=”4″/> <!– Mine”–>
    <torpedo_storage type=”emp” amount=”4″/> <!– EMP”–>
    <torpedo_storage type=”shk” amount=”8″/> <!– Plasma Shock”–>
    <torpedo_storage type=”bea” amount=”2″/> <!– Beacon”–>
    <torpedo_storage type=”pro” amount=”4″/> <!– Probe”–>
    <torpedo_storage type=”tag” amount=”1″/> <!– Tag”–>
    <drone_port x=”0″ y=”8.35″ z=”258.74″ damage=”70″ cycletime=”300.0″ range=”1450″/>
    <engine_port x=”0″ y=”-9.22″ z=”-300″/>
    <engine_port x=”0″ y=”29.64″ z=”-300″/>
    <engine_port x=”-111.755783″ y=”-44.202168″ z=”-242.740082″/>
    <engine_port x=”111.755783″ y=”-44.202168″ z=”-242.740082″/>
    <engine_port x=”0″ y=”97.875313″ z=”-181.449524″/>
    <long_desc text=”Cataphract class Siege cruiser^2 Light Beams, 1 Heavy beam, 1 Inertial Artillery hardpoint^ 1 Torpedo tube, Stores for 2 nuke, 10 homing, 4 mines, 4 EMP, 10 PShock.^Battle hardened systems and redundant shield nodes.”/>
    </vessel>

    A heavy division should also have a dedicated missile suppport ship, but homestly the Valkrie is already a darn good ship for that role, and the biggest problem is formations losing cohesion between the faster cruiser and the battleships.

    #33077
    Rakaydos
    Participant
       <vessel    uniqueID="26"    side="0"       classname="Cataphract Class" broadType="player">
        <art     meshfile="dat/Cataphract.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.22" pushRadius="150"/>
        <internal_data file="dat/Cataphract2.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="30" back="20"/>
        <performance turnrate="0.0035" topspeed="0.5" shipefficiency=".6" warpefficiency="1.2" jumpefficiency="1.1"/>
      <beam_port x="0" y="50" z="222" damage="40" playerdamage="75" arcwidth="0.05" cycletime="300.0" range="1500"/>
      <beam_port x="0" y="-40" z="210" damage="3" playerdamage="3.34" arcwidth="0.285" cycletime="6" range="1100"/>
      <beam_port x="126.5" y="22" z="122" damage="2" playerdamage="2" arcwidth=".425" cycletime="6" range="800"/>
      <beam_port x="-126.5" y="22" z="122" damage="2" playerdamage="2" arcwidth=".425" cycletime="6" range="800"/>
        <torpedo_tube x="0" y="122" z="-176"/>
        <torpedo_storage type="trp" amount="8"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="2"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="4"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="4"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="8"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="4"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="1"/>  <!-- Tag"-->
    	<drone_port x="0" y="8.35" z="258.74" damage="70" cycletime="300.0" range="1450"/>
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-111.755783" y="-44.202168" z="-242.740082"/>
        <engine_port x="111.755783" y="-44.202168" z="-242.740082"/>
        <engine_port x="0" y="97.875313" z="-181.449524"/>
        <long_desc text="Cataphract class Siege cruiser^2 Light Beams, 1 Heavy beam, 1 Inertial Artillery hardpoint^ 1 Torpedo tube, Stores for 2 nuke, 10 homing, 4 mines, 4 EMP, 10 PShock.^Battle hardened systems and redundant shield nodes."/>
      </vessel>
    #33078
    Rakaydos
    Participant

    Efreet ver 0.2 (no testing)

    
        <vessel    uniqueID="27"    side="0"       classname="Efreet" broadType="player carrier">
        <art     meshfile="dat/artemis-5.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.25" pushRadius="150"/>
        <internal_data file="dat/artemis-5.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="70" back="50"/>
        <performance turnrate="0.003" topspeed="0.5" shipefficiency=".72" warpefficiency="1.44" jumpefficiency="1.2"/>
        <beam_port x="0" y="50" z="212" damage="6.5" playerdamage="5" arcwidth="0.2" cycletime="6.0" range="2000"/>
        <beam_port x="40.78" y="-23.38" z="45.03" damage="4.8" playerdamage="3.75" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="-40.78" y="-23.38" z="45.03" damage="4.8" playerdamage="3.75" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="-122.9" y="6.98" z="-169.6" damage="2.5" playerdamage="2" arcwidth="0.2" cycletime="6.0" range="1000"/>
        <beam_port x="122.9" y="6.98" z="-169.6" damage="2.5" playerdamage="2" arcwidth="0.2" cycletime="6.0" range="1000"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4525"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4500"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="70" cycletime="15" range="4475"/>
        <torpedo_storage type="trp" amount="30"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="6"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="4"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="12"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="20"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="2"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="2"/>  <!-- Tag"-->
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-81.6" y="5.1" z="-235.4"/>
        <engine_port x="81.6" y="5.1" z="-235.4"/>
        <engine_port x="-153.0" y="10.9" z="-187.4"/>
        <engine_port x="153.0" y="10.9" z="-187.4"/>
        <long_desc text="Efreet class Dreadnought^Standard TSN Heavy Division Flagship^2 heavy beams, 2 rear defense beams^1 main beam cannon^3 Torpedo tubes^Stores for 6 nukes, 30 homing, 4 mines, 12 ECM, 20 PShock."/>
        <carrierload baycount="2"/>
      </vessel>

    The rear beam nodes wernt placed where I thought they were- the program I was using assumes you dont shoot through your own hull, so it was placing the nodes in an exposed position to the rear of the ship. I found a new place for the node that keeps it concealed, and plays well with the reason I checked in the first place, an aestetic tweak to beam arc placement. The front quarter beams also needed a slight tweak, but nothing major.

    The beams themselves have had their damage redistributed- the front quarter beams are now equivilant to Viper’s heavy beams, while the rear defense beams are merely ticklebeams now, enough to shoot down one drone every 6 seconds but not a major source of DPS.

    The NPC beam damage has been set to 9/7th (300% manual beams expressed as damage instead of rate of fire, divided by the difficulty 10 NPC multiplier) the player beam total.

    The heavy Division is authorized the same heavy ordnance the 4th light has access to. To represent this, the heavy division has two types of drone launchers- Standard 20 25 damage “homing torpedoes”, and 70 damage “pshocks”. (can also be a no-splash EMP or nuke, in context, but it’s easiest to call it a pshock)

    every 15 seconds the NPC Efreet will fire a “two and one” from it’s three tubes, enough to easily drop most non-command ships, now that homings are buffed. (against a command ship’s shields, each salvo is 120 damage, so call it a nuke and two decoys instead- the effect is the same)

    Overall, the Efreet now has a beam DPS higher than lancer (Lancer is no longer carrying a Dreadnaut’s beam armamant, just like 80% of it) and it shoots torps like Horizon does on a good day. It doesnt have the defenses of Argovian or Torgoth command ships, but it should at least be able to make a good showing of itself in the fight.

    #33079
    Rakaydos
    Participant

    RakaydosToday at 11:30 AM
    Mind looking over the “TSN Command ship” I’m working on? http://www.terranstellarnavy.net/forums/topic/tsn-heavy-division-drafts/#post-33078
    UEToday at 11:33 AM
    Is this intended as a player ship or an AI ship? Or both?
    RakaydosToday at 11:33 AM
    Both, but it’ss not a Light Division ship, so sims only barring plot.
    UEToday at 11:38 AM
    So the main thing that jumps out at me is that the shields seem light for command-ship level craft. I guess that’s the only thing that jumps out at me right away as seeming ‘off’.
    Mostly just a bit more curious why you broke up the drone ranges by 25 each. Think if the idea there is to break up the drones so they don’t appear one-on-top-the-other, a more significant staggering would be warranted. Probably 75 or 100.
    Particularly at higher zoom settings, distances less than 100 bleed together fairly imperceptibly.
    Not going to hash out the beam dps just now (need to be getting back in bed), but nothing seems out of scale there. Magazine contents seem legit–maybe a touch light on the mines, relative everything else.
    OH WOW
    Just noticed the efficiency. Yow, that’s punishing for travel.
    Couldn’t say for certain without taking it for a spin, but with efficiency like that it’d better not leave a station behind in a previous sector. Thing’s gonna guzzle energy without even considering energy consumption from beam firing.
    That’s definitely one way to put a limit on how much you can do with a bruiser like this.
    The baycount has not escaped my notice, but don’t strike me as worthy of comment.
    I think that covers my knee-jerk first pass commentary.
    I’d really love to eavesdrop on Lancer’s crew flying this thing.
    Would be good fun to hear them reacting to the contrast.
    When I get up later, would you want me to check the beam nodes for knock-out functionality and, if necessary, fix them?
    RakaydosToday at 11:58 AM
    Sure. The front beam node is intentionally disabled, and the quarter and rear are intentionally hard to get to, while still making a pretty pentagram on the tactical map. I still need to implement the maneuver and impulse nodes.
    The range separation for the drone launches are mostly to ensure that the homings hit before the pshock.
    UEToday at 11:59 AM
    Ah, got it. Makes sense.

    #33080
    Rakaydos
    Participant

    Version with impulse and maneuver nodes added:

     <vessel    uniqueID="27"    side="0"       classname="Efreet" broadType="player carrier">
        <art     meshfile="dat/artemis-5.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.25" pushRadius="150"/>
        <internal_data file="dat/efreet.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="70" back="50"/>
        <performance turnrate="0.003" topspeed="0.5" shipefficiency=".72" warpefficiency="1.44" jumpefficiency="1.2"/>
        <beam_port x="0" y="50" z="212" damage="6.5" playerdamage="5" arcwidth="0.2" cycletime="6.0" range="2000"/>
        <beam_port x="40.78" y="-23.38" z="45.03" damage="4.8" playerdamage="3.75" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="-40.78" y="-23.38" z="45.03" damage="4.8" playerdamage="3.75" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="-122.9" y="6.98" z="-169.6" damage="2.5" playerdamage="2" arcwidth="0.2" cycletime="6.0" range="1000"/>
        <beam_port x="122.9" y="6.98" z="-169.6" damage="2.5" playerdamage="2" arcwidth="0.2" cycletime="6.0" range="1000"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4525"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4500"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="70" cycletime="15" range="4475"/>
        <torpedo_storage type="trp" amount="30"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="6"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="4"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="12"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="20"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="2"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="2"/>  <!-- Tag"-->
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-81.6" y="5.1" z="-235.4"/>
        <engine_port x="81.6" y="5.1" z="-235.4"/>
        <engine_port x="-153.0" y="10.9" z="-187.4"/>
        <engine_port x="153.0" y="10.9" z="-187.4"/>
    	<maneuver_point x="182.6" y="22.65" z="-124.77"/>
    	<maneuver_point x="-182.6" y="22.65" z="-124.77"/>
    	<impulse_point x="87.99" y="7.22" z="-135.40"/>
    	<impulse_point x="-87.99" y="7.22" z="-135.40"/>
    	<impulse_point x="0.17" y="28.49" z="-278.81"/>
        <long_desc text="Efreet class Dreadnought^Standard TSN Heavy Division Flagship^2 heavy beams, 2 rear defense beams^1 main beam cannon^3 Torpedo tubes^Stores for 6 nukes, 30 homing, 4 mines, 12 ECM, 20 PShock."/>
        <carrierload baycount="2"/>
      </vessel>

    SNT is also set to a custom internals file. Ask on discord for the file.

    #33081
    Rakaydos
    Participant

    After initial testing, well, it’s no Command ship, but it’s probably Goliath level as an NPC ship. it’s biggest problem is in recognizing nearby enemy ships. Also not sure how to get it to launch fighters- I tried adding the Carrier tag, and the game crashes anytime it would spawn it as an NPC ship.

    Did some tweaks to beam arcs, tried adding broadside RAM arrays to help with the anti-fighter, but Argovian swarms are still lethal.

        <vessel    uniqueID="1608"    side="1"       classname="Efreet class" broadType="medium warship">
        <art     meshfile="dat/artemis-5.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.3" pushRadius="150"/>
        <internal_data file="dat/efreet.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="75" back="50"/>
        <performance turnrate="0.003" topspeed="0.5" shipefficiency=".72" warpefficiency="1.44" jumpefficiency="1.2"/>
        <beam_port x="0" y="40" z="212" damage="6.5" playerdamage="5" arcwidth="0.2" cycletime="5.0" range="2000"/>
        <beam_port x="11.31" y="-16.15" z="15.67" damage="4.8" playerdamage="3.75" arcwidth="0.4" cycletime="5.0" range="1000"/>
        <beam_port x="-11.31" y="-16.15" z="15.67" damage="4.8" playerdamage="3.75" arcwidth="0.4" cycletime="5.0" range="1000"/>
        <beam_port x="67.53" y="8.30" z="-23.30" damage="15" playerdamage="12" arcwidth="0.2" cycletime="30.0" range="800"/>
        <beam_port x="-67.53" y="8.30" z="-23.30" damage="15" playerdamage="12" arcwidth="0.2" cycletime="30.0" range="800"/>
        <beam_port x="-122.9" y="6.98" z="-169.6" damage="2.5" playerdamage="2" arcwidth="0.2" cycletime="5.0" range="1000"/>
        <beam_port x="122.9" y="6.98" z="-169.6" damage="2.5" playerdamage="2" arcwidth="0.2" cycletime="5.0" range="1000"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4900"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4800"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="70" cycletime="15.2" range="4700"/>
        <torpedo_storage type="trp" amount="30"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="8"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="6"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="12"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="20"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="2"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="2"/>  <!-- Tag"-->
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-81.6" y="5.1" z="-235.4"/>
        <engine_port x="81.6" y="5.1" z="-235.4"/>
        <engine_port x="-153.0" y="10.9" z="-187.4"/>
        <engine_port x="153.0" y="10.9" z="-187.4"/>
    	<maneuver_point x="182.6" y="22.65" z="-124.77"/>
    	<maneuver_point x="-182.6" y="22.65" z="-124.77"/>
    	<impulse_point x="81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="-81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="0.17" y="28.49" z="-278.81"/>
        <long_desc text="Efreet class Dreadnought^Standard TSN Heavy Division Flagship^2 heavy beams, 2 broadside RAM arrays 2 rear defense beams^1 main beam cannon^3 Torpedo tubes^Stores for 8 nukes, 30 homing, 6 mines, 12 ECM, 20 PShock."/>
        <carrierload baycount="2"/>
      </vessel>
        <vessel    uniqueID="27"    side="0"       classname="Efreet" broadType="player carrier">
        <art     meshfile="dat/artemis-5.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.3" pushRadius="150"/>
        <internal_data file="dat/efreet.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="75" back="50"/>
        <performance turnrate="0.003" topspeed="0.5" shipefficiency=".72" warpefficiency="1.44" jumpefficiency="1.2"/>
        <beam_port x="0" y="40" z="212" damage="6.5" playerdamage="5" arcwidth="0.2" cycletime="5.0" range="2000"/>
        <beam_port x="11.31" y="-16.15" z="15.67" damage="4.8" playerdamage="3.75" arcwidth="0.4" cycletime="5.0" range="1000"/>
        <beam_port x="-11.31" y="-16.15" z="15.67" damage="4.8" playerdamage="3.75" arcwidth="0.4" cycletime="5.0" range="1000"/>
        <beam_port x="67.53" y="8.30" z="-23.30" damage="15" playerdamage="12" arcwidth="0.2" cycletime="30.0" range="800"/>
        <beam_port x="-67.53" y="8.30" z="-23.30" damage="15" playerdamage="12" arcwidth="0.2" cycletime="30.0" range="800"/>
        <beam_port x="-122.9" y="6.98" z="-169.6" damage="2.5" playerdamage="2" arcwidth="0.2" cycletime="5.0" range="1000"/>
        <beam_port x="122.9" y="6.98" z="-169.6" damage="2.5" playerdamage="2" arcwidth="0.2" cycletime="5.0" range="1000"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4900"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4800"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="70" cycletime="15.2" range="4700"/>
        <torpedo_storage type="trp" amount="30"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="8"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="6"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="12"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="20"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="2"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="2"/>  <!-- Tag"-->
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-81.6" y="5.1" z="-235.4"/>
        <engine_port x="81.6" y="5.1" z="-235.4"/>
        <engine_port x="-153.0" y="10.9" z="-187.4"/>
        <engine_port x="153.0" y="10.9" z="-187.4"/>
    	<maneuver_point x="182.6" y="22.65" z="-124.77"/>
    	<maneuver_point x="-182.6" y="22.65" z="-124.77"/>
    	<impulse_point x="81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="-81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="0.17" y="28.49" z="-278.81"/>
        <long_desc text="Efreet class Dreadnought^Standard TSN Heavy Division Flagship^2 heavy beams, 2 broadside RAM arrays 2 rear defense beams^1 main beam cannon^3 Torpedo tubes^Stores for 8 nukes, 30 homing, 6 mines, 12 ECM, 20 PShock."/>
        <carrierload baycount="2"/>
      </vessel>
    #33082
    Rakaydos
    Participant

    Most recent versions of the PC Efreet Dreadnaut and the NPC Efreet equivilant, with commented in explanations of the equivilance (power settings, ect):

        <vessel    uniqueID="27"    side="0"       classname="Efreet class" broadType="player carrier">
        <art     meshfile="dat/artemis-5.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.3" pushRadius="150"/>
        <internal_data file="dat/efreet.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="75" back="50"/>
    	<!-- NPC 300% front shields (0 coolant, 15 nodes) 200% rear shields (0 coolant, 8 nodes) total NPC values front="225" back="100"-->
        <performance turnrate="0.003" topspeed="0.5" shipefficiency=".72" warpefficiency="1.44" jumpefficiency="1.2"/>
    	<!-- NPC 265% beam output, 8 coolant = x7 damage. NPC stats will have 1/7 the damage and fire rate to better mimic the PC ship. -->
        <beam_port x="0" y="40" z="212" damage=".8572" playerdamage="6" arcwidth="0.2" cycletime="6.0" range="2000"/>
        <beam_port x="11.31" y="-16.15" z="15.67" damage=".536" playerdamage="3.75" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="-11.31" y="-16.15" z="15.67" damage=".536" playerdamage="3.75" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="-122.9" y="6.98" z="-169.6" damage=".072" playerdamage=".5" arcwidth="0.2" cycletime="1.5" range="700"/>
        <beam_port x="122.9" y="6.98" z="-169.6" damage=".072" playerdamage=".5" arcwidth="0.2" cycletime="1.5" range="700"/>
    	<!-- RAM beams have been set to fighter-killing levels of the NPC beams- 7x Saber's damage and 7x their cooldown-they require 265% manual to get saber's fire rate of 30 seconds -->
        <beam_port x="67.53" y="8.30" z="-23.30" damage="10.5" playerdamage="73.5" arcwidth="0.2" cycletime="210.0" range="800"/>
        <beam_port x="-67.53" y="8.30" z="-23.30" damage="10.5" playerdamage="73.5" arcwidth="0.2" cycletime="210.0" range="800"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
    	<!-- NPC fire two homings and a pshock at minimal cycle times at 100% tube power, 0 coolant -->
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4900"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4800"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="70" cycletime="15.2" range="4700"/>
        <torpedo_storage type="trp" amount="30"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="8"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="6"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="12"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="20"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="2"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="2"/>  <!-- Tag"-->
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-81.6" y="5.1" z="-235.4"/>
        <engine_port x="81.6" y="5.1" z="-235.4"/>
        <engine_port x="-153.0" y="10.9" z="-187.4"/>
        <engine_port x="153.0" y="10.9" z="-187.4"/>
    	<maneuver_point x="182.6" y="22.65" z="-124.77"/>
    	<maneuver_point x="-182.6" y="22.65" z="-124.77"/>
    	<impulse_point x="81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="-81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="0.17" y="28.49" z="-278.81"/>
        <long_desc text="Efreet class Dreadnought^Standard TSN Heavy Division Flagship^2 heavy beams, 1 Main Beam Cannon^ 2 broadside fighter defense RAM arrays, 2 rear defense beams^3 Torpedo tubes^Stores for 8 nukes, 30 homing, 6 mines, 12 ECM, 20 PShock."/>
        <carrierload baycount="2" bomber="0"/>
      </vessel>
        <vessel    uniqueID="1608"    side="1"       classname="Efreet class" broadType="large warship">
        <art     meshfile="dat/artemis-5.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.3" pushRadius="150"/>
        <internal_data file="dat/efreet.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="225" back="100"/>
    	<!-- NPC 300% front shields (0 coolant, 15 nodes) 200% rear shields (0 coolant, 8 nodes) total NPC values front="225" back="100"-->
        <performance turnrate="0.003" topspeed="0.5" shipefficiency=".72" warpefficiency="1.44" jumpefficiency="1.2"/>
    	<!-- NPC 265% beam output, 8 coolant = x7 damage. NPC stats reflect x7 fire rate from that power setting, and recieve 7x damage from difficulty -->
        <beam_port x="0" y="40" z="212" damage=".8572" playerdamage="6" arcwidth="0.2" cycletime=".857" range="2000"/>
        <beam_port x="11.31" y="-16.15" z="15.67" damage=".536" playerdamage="3.75" arcwidth="0.4" cycletime=".857" range="1000"/>
        <beam_port x="-11.31" y="-16.15" z="15.67" damage=".536" playerdamage="3.75" arcwidth="0.4" cycletime=".857" range="1000"/>
    <!-- Point defense beams at 300%, no-manual equivilance. Requires Anti-torp to be useful -->
        <beam_port x="-122.9" y="6.98" z="-169.6" damage=".072" playerdamage=".5" arcwidth="0.2" cycletime=".5" range="700"/>
        <beam_port x="122.9" y="6.98" z="-169.6" damage=".072" playerdamage=".5" arcwidth="0.2" cycletime=".5" range="700"/>
    	<!-- RAM beams have been set to fighter-killing levels of the NPC beams- 7x Saber's damage and 7x their cooldown-they require 265% manual to get saber's fire rate -->
        <beam_port x="67.53" y="8.30" z="-23.30" damage="10.5" playerdamage="73.5" arcwidth="0.2" cycletime="30.0" range="800"/>
        <beam_port x="-67.53" y="8.30" z="-23.30" damage="10.5" playerdamage="73.5" arcwidth="0.2" cycletime="30.0" range="800"/>
    	<!-- NPC fire two homings and a pshock at minimal cycle times at 100% tube power, 0 coolant -->
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4900"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4800"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="70" cycletime="15.2" range="4700"/>
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-81.6" y="5.1" z="-235.4"/>
        <engine_port x="81.6" y="5.1" z="-235.4"/>
        <engine_port x="-153.0" y="10.9" z="-187.4"/>
        <engine_port x="153.0" y="10.9" z="-187.4"/>
    	<maneuver_point x="182.6" y="22.65" z="-124.77"/>
    	<maneuver_point x="-182.6" y="22.65" z="-124.77"/>
    	<impulse_point x="81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="-81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="0.17" y="28.49" z="-278.81"/>
        <long_desc text="Efreet class Dreadnought, fully crewed for optimum performance. Inefficient warp geometry gives it great combat power but poor cruising range.^Combat Power settings: 265%/8 beams, 100%/0 tubes, 300%/8 Impulse, 300%/0 front shields, 200%/0 rear shields/>
      </vessel>

    As a PC ship, it costs about 500-ish energy to cross a sector at warp 1, but it can demolish a torgoth battlegroup with the remaining energy handilly, and return to base on it’s homing batteries. The shields take awhile to recharge, unless you are at a base at 300% shields. FCS is theoretically an option, if you need to recharge energy+ shields away from base.

    As an NPC ship, it’s a beast. Perfectly executed double homing + pshock every 15 seconds, 7 DPS from the boosted main cannon, plus another 10.5 DPS from the heavy foward beams. (Horizon could beat the torpedo numbers with boosted tubes, and Lancer could beat the beam DPS at 300% manual, but neither can sustain it as long as this can.) The ship is designed that it doesnt normally use the broadside RAMs, but Fighters will trigger them, killing 2 unshielded fighters every 30 seconds.

    #33083
    Rakaydos
    Participant

    Correction- Lancer at 300% manual can approach the beam power of the efreet at 265%, but maxes out at 16 DPS, not quite reaching 17.5 DPS

    #33085
    Rakaydos
    Participant

    Name update and minor tweaks- the efreet is now the Zeus, and the NPC version now as fast on impulse as Lancer at 180% impulse. The PC version is half that (designed to run at 200% impulse) but has the same inefficent warp engines that make it a power drain to get anywhere fast. But the option IS there.

        <vessel    uniqueID="27"    side="0"       classname="Zeus class" broadType="player carrier">
        <art     meshfile="dat/artemis-5.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.3" pushRadius="150"/>
        <internal_data file="dat/efreet.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="75" back="50"/>
    	<!-- NPC 300% front shields (0 coolant, 15 nodes) 200% rear shields (0 coolant, 8 nodes) total NPC values front="225" back="100"-->
        <performance turnrate="0.003" topspeed=".9" shipefficiency=".72" warpefficiency="1.44" jumpefficiency="1.2"/>
    	<!-- NPC 265% beam output, 8 coolant = x7 damage. NPC stats will have 1/7 the damage and fire rate to better mimic the PC ship. -->
        <beam_port x="0" y="40" z="212" damage=".8572" playerdamage="6" arcwidth="0.2" cycletime="6.0" range="2000"/>
        <beam_port x="11.31" y="-16.15" z="15.67" damage=".536" playerdamage="3.75" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="-11.31" y="-16.15" z="15.67" damage=".536" playerdamage="3.75" arcwidth="0.4" cycletime="6.0" range="1000"/>
        <beam_port x="-122.9" y="6.98" z="-169.6" damage=".072" playerdamage=".5" arcwidth="0.2" cycletime="1.5" range="700"/>
        <beam_port x="122.9" y="6.98" z="-169.6" damage=".072" playerdamage=".5" arcwidth="0.2" cycletime="1.5" range="700"/>
    	<!-- RAM beams have been set to fighter-killing levels of the NPC beams- 7x Saber's damage and 7x their cooldown-they require 265% manual to get saber's fire rate of 30 seconds -->
        <beam_port x="67.53" y="8.30" z="-23.30" damage="10.5" playerdamage="73.5" arcwidth="0.2" cycletime="210.0" range="800"/>
        <beam_port x="-67.53" y="8.30" z="-23.30" damage="10.5" playerdamage="73.5" arcwidth="0.2" cycletime="210.0" range="800"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
        <torpedo_tube x="0" y="8.35" z="258.74"/>
    	<!-- NPC fire two homings and a pshock at minimal cycle times at 100% tube power, 0 coolant -->
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4900"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4800"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="70" cycletime="15.2" range="4700"/>
        <torpedo_storage type="trp" amount="30"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="8"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="6"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="12"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="20"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="2"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="2"/>  <!-- Tag"-->
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-81.6" y="5.1" z="-235.4"/>
        <engine_port x="81.6" y="5.1" z="-235.4"/>
        <engine_port x="-153.0" y="10.9" z="-187.4"/>
        <engine_port x="153.0" y="10.9" z="-187.4"/>
    	<maneuver_point x="182.6" y="22.65" z="-124.77"/>
    	<maneuver_point x="-182.6" y="22.65" z="-124.77"/>
    	<impulse_point x="81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="-81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="0.17" y="28.49" z="-278.81"/>
        <long_desc text="Zeus class Dreadnought^Standard TSN Heavy Division Flagship^2 heavy beams, 1 Main Beam Cannon^ 2 Fighter defense RAM arrays, 2 rear defense beams^3 Torpedo tubes, 2 Fighter bays^Stores for 8 nukes, 30 homing, 6 mines, 12 ECM, 20 PShock."/>
        <carrierload baycount="2" bomber="0"/>
      </vessel>
        <vessel    uniqueID="1608"    side="1"       classname="Zeus class" broadType="large warship">
        <art     meshfile="dat/artemis-5.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.3" pushRadius="150"/>
        <internal_data file="dat/efreet.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="225" back="100"/>
    	<!-- NPC 300% front shields (0 coolant, 15 nodes) 200% rear shields (0 coolant, 8 nodes) total NPC values front="225" back="100"-->
        <performance turnrate="0.003" topspeed="0.6" shipefficiency=".72" warpefficiency="1.44" jumpefficiency="1.2"/>
    	<!-- NPC 265% beam output, 8 coolant = x7 damage. NPC stats reflect x7 fire rate from that power setting, and recieve 7x damage from difficulty -->
        <beam_port x="0" y="40" z="212" damage=".8572" playerdamage="6" arcwidth="0.2" cycletime=".857" range="2000"/>
        <beam_port x="11.31" y="-16.15" z="15.67" damage=".536" playerdamage="3.75" arcwidth="0.4" cycletime=".857" range="1000"/>
        <beam_port x="-11.31" y="-16.15" z="15.67" damage=".536" playerdamage="3.75" arcwidth="0.4" cycletime=".857" range="1000"/>
    <!-- Point defense beams at 300%, no-manual equivilance. Requires Anti-torp to be useful -->
        <beam_port x="-122.9" y="6.98" z="-169.6" damage=".072" playerdamage=".5" arcwidth="0.2" cycletime=".5" range="700"/>
        <beam_port x="122.9" y="6.98" z="-169.6" damage=".072" playerdamage=".5" arcwidth="0.2" cycletime=".5" range="700"/>
    	<!-- RAM beams have been set to fighter-killing levels of the NPC beams- 7x Saber's damage and 7x their cooldown-they require 265% manual to get saber's fire rate-->
        <beam_port x="67.53" y="8.30" z="-23.30" damage="10.5" playerdamage="73.5" arcwidth="0.2" cycletime="30.0" range="800"/>
        <beam_port x="-67.53" y="8.30" z="-23.30" damage="10.5" playerdamage="73.5" arcwidth="0.2" cycletime="30.0" range="800"/>
    	<!-- NPC fire two homings and a pshock at minimal cycle times at 100% tube power, 0 coolant -->
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4900"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15" range="4800"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="70" cycletime="15.2" range="4700"/>
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-81.6" y="5.1" z="-235.4"/>
        <engine_port x="81.6" y="5.1" z="-235.4"/>
        <engine_port x="-153.0" y="10.9" z="-187.4"/>
        <engine_port x="153.0" y="10.9" z="-187.4"/>
    	<maneuver_point x="182.6" y="22.65" z="-124.77"/>
    	<maneuver_point x="-182.6" y="22.65" z="-124.77"/>
    	<impulse_point x="81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="-81.92" y="8.01" z="-220.75"/>
    	<impulse_point x="0.17" y="28.49" z="-278.81"/>
        <long_desc text="Zeus class Dreadnought, fully crewed for optimum performance. Inefficient warp geometry gives it great combat power but poor cruising range.^Combat Power settings: ^265%/8 beams, ^100%/0 tubes, ^200%/4 Impulse, ^300%/0 front shields, ^200%/0 rear shields"/>
      </vessel>

    Still tweaking the Cataphract. Which may get a name change too. (different era of greek)

    #33092
    Rakaydos
    Participant

    The Spartan class Battleship is the workhorse of the Heavy Division.

    Automated systems stats:

          <vessel    uniqueID="1610"    side="1"       classname="Spartan Class" broadType="medium warship">
        <art     meshfile="dat/Cataphract.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.25" pushRadius="120"/>
        <internal_data file="dat/Cataphract2.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="80" back="45"/>
    	<!-- PC Shields front="40" back="30" -->
        <performance turnrate="0.0035" topspeed=".66" shipefficiency=".6" warpefficiency="1.2" jumpefficiency="1.1"/>
      <beam_port x="0" y="50" z="222" damage="10.5" playerdamage="73.5" arcwidth="0.05" cycletime="43.0" range="1500"/>
      <beam_port x="0" y="-40" z="210" damage=".4762" playerdamage="3.34" arcwidth="0.285" cycletime=".857" range="1100"/>
      <beam_port x="126.5" y="22" z="122" damage=".286" playerdamage="1.5" arcwidth=".425" cycletime=".857" range="800"/>
      <beam_port x="-126.5" y="22" z="122" damage=".286" playerdamage="1.5" arcwidth=".425" cycletime=".857" range="800"/>
    	<!-- RAM beams have been set to fighter-killing levels of the NPC beams- 7x Saber's damage and 7x their cooldown-they require 265% manual to get saber's fire rate of 30 seconds -->
        <beam_port x="70.60" y="7.42" z="-19.08" damage="10.5" playerdamage="73.5" arcwidth="0.1" cycletime="30.0" range="600"/>
        <beam_port x="-70.60" y="7.42" z="-19.08" damage="10.5" playerdamage="73.5" arcwidth="0.1" cycletime="30.0" range="600"/>
        <torpedo_tube x="0" y="122" z="-176"/>
        <torpedo_storage type="trp" amount="12"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="3"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="5"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="6"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="12"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="4"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="1"/>  <!-- Tag"-->
    	<drone_port x="0" y="8.35" z="258.74" damage="70" cycletime="15.0" range="1450"/>
    	<drone_port x="0" y="8.35" z="258.74" damage="25" cycletime="15.0" range="1450"/>
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-111.755783" y="-44.202168" z="-242.740082"/>
        <engine_port x="111.755783" y="-44.202168" z="-242.740082"/>
        <engine_port x="0" y="97.875313" z="-181.449524"/>
        <long_desc text="Spartan class System Defense Battleship^Well armed and shielded, but lacking cruising range for deployments requiring stellar cartography^Combat Power/coolant settings: ^265%/8 beams, 100%/0 tubes, ^200%/4 Impulse, 0% Warp ^200%/0 Front shield, 150%/0 rear shield"/>
      </vessel>

    Player ship stats:

        <vessel    uniqueID="26"    side="0"       classname="Spartan Class" broadType="player">
        <art     meshfile="dat/Cataphract.dxs"    diffuseFile="dat/artemis_diffuse.png"
                 glowFile="dat/artemis_illum.png"    specularFile="dat/artemis_specular.png" scale="0.22" pushRadius="150"/>
        <internal_data file="dat/Cataphract2.snt"/>
    	<!-- Weapons and Shields modified (1/4)-->
        <shields front="40" back="30"/>
    	<!-- NPC Shields front="80" back="45" -->
        <performance turnrate="0.0035" topspeed="1.0" shipefficiency=".6" warpefficiency="1.2" jumpefficiency="1.1"/>
      <beam_port x="0" y="50" z="222" damage="10.5" playerdamage="73.5" arcwidth="0.05" cycletime="300.0" range="1500"/>
      <beam_port x="0" y="-40" z="210" damage=".4762" playerdamage="3.34" arcwidth="0.285" cycletime="6" range="1100"/>
      <beam_port x="126.5" y="22" z="122" damage=".286" playerdamage="2" arcwidth=".425" cycletime="6" range="800"/>
      <beam_port x="-126.5" y="22" z="122" damage=".286" playerdamage="2" arcwidth=".425" cycletime="6" range="800"/>
    	<!-- RAM beams have been set to fighter-killing levels of the NPC beams- 7x Saber's damage and 7x their cooldown-they require 265% manual to get saber's fire rate of 30 seconds -->
        <beam_port x="70.60" y="7.42" z="-19.08" damage="10.5" playerdamage="73.5" arcwidth="0.1" cycletime="210.0" range="600"/>
        <beam_port x="-70.60" y="7.42" z="-19.08" damage="10.5" playerdamage="73.5" arcwidth="0.1" cycletime="210.0" range="600"/>
        <torpedo_tube x="0" y="122" z="-176"/>
        <torpedo_tube x="0" y="122" z="-176"/>
        <torpedo_storage type="trp" amount="15"/>  <!-- Homing"-->
        <torpedo_storage type="nuk" amount="3"/>  <!-- LR Nuke-->
        <torpedo_storage type="min" amount="5"/>  <!-- Mine"-->
        <torpedo_storage type="emp" amount="8"/>  <!-- EMP"-->
        <torpedo_storage type="shk" amount="15"/>  <!-- Plasma Shock"-->
        <torpedo_storage type="bea" amount="2"/>  <!-- Beacon"-->
        <torpedo_storage type="pro" amount="4"/>  <!-- Probe"-->
        <torpedo_storage type="tag" amount="1"/>  <!-- Tag"-->
        <engine_port x="0" y="-9.22" z="-300"/>
        <engine_port x="0" y="29.64" z="-300"/>
        <engine_port x="-111.755783" y="-44.202168" z="-242.740082"/>
        <engine_port x="111.755783" y="-44.202168" z="-242.740082"/>
        <engine_port x="0" y="97.875313" z="-181.449524"/>
        <long_desc text="Spartan class System Defense Battleship^2 Light Beams, 1 Heavy beam, ^1 Inertial Artillery hardpoint, 2 fighter defense RAMs^ 1 Torpedo tube, Stores for 3 nuke, 15 homing, 5 mines, 8 EMP, 15 PShock.^Battle hardened systems and redundant shield nodes."/>
      </vessel>
      
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