Avorion

Avorion

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(9 Slot) Fully Functional Battleship
   
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Type of Build: Ship
Military: Destroyer, Carrier
Material: Iron, Trinium
Game Stage: Mid Game
File Size
Posted
Updated
413.696 KB
5 Aug, 2018 @ 8:04pm
16 Dec, 2018 @ 3:20pm
3 Change Notes ( view )

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(9 Slot) Fully Functional Battleship

Description
A modified version of the original HAC: Deimos Class by Hyperion87 with greatly enhanced capabilities across the board and a new look. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=945460801

Also please rate with the thumbs up or down and leave a comment to tell me what you think.

The original was nice. I really liked the design and it didn't use an absurb block count of several thousand but it was poorly designed overall. It had a small hanger in a bad spot with no assembly and the integrity field didn't cover the entire ship. In addition it had low shielding for it's size, a small cargo storage and no torpedo shafts or launchers.

All that has been fixed and it now boast increased speed, handling and maneuverability with greatly increased stats across the board with plenty of space for weapons. it is however expensive to build but you get what you pay for. This is one highly capable ship despite only being about 100 meters long. (Based on 1x1x1 blocks for measurement) I recommend trading a lot to get the required credits to make this.

This ship is also capable of getting the achievement once you have built enough fighters in it.

Credits:
$6,533,599

Insurance Cost:
$4,964,056

Materials:
Iron, 92,230
Trinium, 511,938

Stats:

Hull 104,783
Shield 226,918

Blocks 1929
Volume 16.1 m3

Mass 323.4 kt
Thrust 83.8 m/s2
Brake Thrust 142 m/s2
Max Velocity 1140 m/s
Yaw (Left/Right) 0.31 rads/s
Pitch (Up/Down) 0.31 rads/s
Roll 1.16 rads/s

Hyperspace Cooldown 118.8 s
Hyperspace Reach 18.1 sctrs
Radar Reach 14 sctrs

System Upgrade Slots 9
Processing Power 19.92 k

Cargo Hold 353.1
Crew Quarters 436

Fighters 9-75 (6 Squadrons)
Production Capacity 304.4/s
Productions 3
Torpedo Storage Space 98
Torpdeo Launchers 8

Generated Energy 186.47 GW
Req. Energy 117.38 GW
Storable Energy 500.67 GJ

Req. Engineers 141 (If you don't use professional crew members)
Req. Mechanics 265 (If you don't use professional crew members)

By using level 3 professional crewmen it is possible to reach 130% effeciency while still being well under the ships crew quarters capacity.

12 Comments
Quad of Goldenrod  [author] 7 Mar, 2024 @ 4:47pm 
It's been a long time since I played this game and a lot has changed since then. I'm glad people are still using this though.
MiakeusAmadeus 7 Mar, 2024 @ 1:40am 
I'm definitely going to make some changes to this ship. However, I would say it's a great effort to modify and elevate the original design to something more than functional. Thanks for the hard work mate.
Quad of Goldenrod  [author] 16 Dec, 2018 @ 3:35pm 
For those who are using this ship, I've fixed the stats and cargo hold that got ruined in that last update. Please unsubscribe then resubscribe to get the updated model.
brigadon 11 Aug, 2018 @ 9:38pm 
Thanks
Quad of Goldenrod  [author] 11 Aug, 2018 @ 5:43pm 
I forgot to add that no crew also affects max velocity as well as thrust.
Quad of Goldenrod  [author] 10 Aug, 2018 @ 5:40pm 
If you're that worried about it then build near a resource depot so you can easily add engineers and mechanics as needed throughout the build or have a transport ship nearby to carry additional crew members to transfer to your ship as needed. In singleplayer it's good to always have backups and moving an entire fleet to add to 1 ship is annoying due to the way fleet management is. It's far more practical to have a fighter factory to double as a personal cargo bank and hotel to keep excessive, backup crew that you should have been acquiring throuhgout the game. Have a dedicated civil trade/transport ship designed with a long range warp drive, high thrust/braking and at least 1.5 to 2 in yaw/pitch, large cargo, torpedo, fighter and crew capacity and system upgrades for trading and to increase warp range and reduce cooldown. This makes the end game a heck of a lot less tedious.
Quad of Goldenrod  [author] 10 Aug, 2018 @ 5:32pm 
Crew quarters is about volume not surface area or mass. For your original question about what kind of pre-crew stats I aim for, I simply don't worry about it and adjust it as needed. The only stat that is affected by no crew is thrust (acceleration) and the hp loss. I usually know ahead of time what stats I'm aiming for with a crew and since crew quarters is based on volume and it shows the crew capacity and requirement on the stat panel, there is no need to worry about it. The ship has 14 m/s thrust with no crew and 90 with a full crew. That's a big difference and due to the way mass affects thrust, braking and movement, you can't tell anything by pre-crew stats.
brigadon 7 Aug, 2018 @ 9:42pm 
Because you are building it in sandbox? Why would you bother running around grabbing crew in sandbox when you don't even have crew quarters or a ship yet?

Or do you get 1000 or so crew before you start even building? I would think that would cause morale problems that would similarly make the stats inaccurate.
Quad of Goldenrod  [author] 7 Aug, 2018 @ 7:32pm 
Lol, why would you even use it with no crew?
brigadon 7 Aug, 2018 @ 7:28am 
I meant The ship stats without a crew, while building it in sandbox mode.