I would not mind seeing your take on the giga-ships going around the FtD community. You and Lathrix are the two that have not thrown one out there that I think would rinse the competition.
Well, that is an interesting ship you build there. i must confess i skipped the first two build vids for it, so... all i saw here was completely new to me. Though... i think i like the result, even if the ship looks a bit like the body of a rubber ducky 😛 you did ask for ideas for a new FtD gameplay series ... and possibly rules to use for it. well... um... i got ideas. just a ... couple ... ideas ... here the short version (we can discuss them in detail via discord if you so desire) first the generic rules - you can only build ships at a naval dock/shipyard - you can only build planes at an airport (including balloons) - you can only build space ships (including satellites) at a spaceport - planes are either 1) 'light planes' (aka small enough to fit and land on/start from a career), or 2) 'heavy planes' - light planes can also be 'water planes' if they are able to land on and take off from water - heavy planes need to be stationed at an airport - light planes can be stationed either at an airport, or at a fleet with at least one carrier - water planes can be stationed at either an airport, or at a fleet with at least one carrier, or at a fleet with at least one catapult-equiped ship - planes on patrol must have one waypoint of their patrol at whatever location they are stationed at - a light carrier (CVL), or escort carrier (CVE) can support up to 5 light planes stationed at it - a full carrier (CV) can support up to 10 light planes stationed at it - cruisers can have one catapult - battlecruisers and battleships can have two catapults - each catapult can support up to one water plane stationed at that ship - if a fleet gets blockaded, then that at least one element of that fleet needs to be in battle at all times (if the current one dies, then the next one brought in has to be from the blockaded fleet), ideally in descending order of importance (aka most important one first) - you may increase the m³ permitted for a battle, but you may not reduce the m³ permitted from that value for the rest of the campaign (baring performance issues) - you may not (intentionally) capture (and if you do, you have to scrap the captured design) then the neter specific ones - you may not design any weapon system of your own - you may only use weapon systems copied from defeated enemies (ideally only ones that were at least mostly intact when the enemy was defeated) - you may only use blocks in your designs that were on an enemy you defeated - exception: anything on the craft you start with is allowed hardcore version: - you may only use hulls taken from defeated enemies (though you may adjust them slightly to fit the 'unlocked' weapon systems)
Suggestion: Try to get on top of bread boards and devise some fancy walkers. Then do an Ashes of the empire walkers only.^^ Ja, ich geh ja schon..... Frohe Weihnachten an alle hier und an Herrn Heizmeister und ein frohes neues Jahr.
I dont know if you have thought about it but you could do auxiliary injector engines for when you need even more power and then feed the exhaust of that back into your main engine with the turbos and increase the efficiency of that one even more by creating more power with more exhausts running through the turbo.
@@DerHeizmeister you could also use a supercharger engine as your main engine and then the turbo engine for when you need the power and use the exhausts from the supercharger engine to boost the turbos as well. And if you are really into it you could then also add another injector engine as the last backup and feed that in there as well. multi stage fuel engines.
I would not mind seeing your take on the giga-ships going around the FtD community. You and Lathrix are the two that have not thrown one out there that I think would rinse the competition.
Big boats with big guns? Well... there might be something regarding that in the works.Although I wouldn't call it exactly "giga" in magnitude...
Well, that is an interesting ship you build there.
i must confess i skipped the first two build vids for it, so... all i saw here was completely new to me. Though... i think i like the result, even if the ship looks a bit like the body of a rubber ducky 😛
you did ask for ideas for a new FtD gameplay series ... and possibly rules to use for it.
well... um... i got ideas. just a ... couple ... ideas ...
here the short version (we can discuss them in detail via discord if you so desire)
first the generic rules
- you can only build ships at a naval dock/shipyard
- you can only build planes at an airport (including balloons)
- you can only build space ships (including satellites) at a spaceport
- planes are either 1) 'light planes' (aka small enough to fit and land on/start from a career), or 2) 'heavy planes'
- light planes can also be 'water planes' if they are able to land on and take off from water
- heavy planes need to be stationed at an airport
- light planes can be stationed either at an airport, or at a fleet with at least one carrier
- water planes can be stationed at either an airport, or at a fleet with at least one carrier, or at a fleet with at least one catapult-equiped ship
- planes on patrol must have one waypoint of their patrol at whatever location they are stationed at
- a light carrier (CVL), or escort carrier (CVE) can support up to 5 light planes stationed at it
- a full carrier (CV) can support up to 10 light planes stationed at it
- cruisers can have one catapult
- battlecruisers and battleships can have two catapults
- each catapult can support up to one water plane stationed at that ship
- if a fleet gets blockaded, then that at least one element of that fleet needs to be in battle at all times (if the current one dies, then the next one brought in has to be from the blockaded fleet), ideally in descending order of importance (aka most important one first)
- you may increase the m³ permitted for a battle, but you may not reduce the m³ permitted from that value for the rest of the campaign (baring performance issues)
- you may not (intentionally) capture (and if you do, you have to scrap the captured design)
then the neter specific ones
- you may not design any weapon system of your own
- you may only use weapon systems copied from defeated enemies (ideally only ones that were at least mostly intact when the enemy was defeated)
- you may only use blocks in your designs that were on an enemy you defeated
- exception: anything on the craft you start with is allowed
hardcore version:
- you may only use hulls taken from defeated enemies (though you may adjust them slightly to fit the 'unlocked' weapon systems)
Rubber Duck? I honestly thought it looked a bit like a ship from the Aeons... I will keep your suggestions in mind!
@@DerHeizmeister It does look like an Aeon T1 Frigate
That was roughly the direction I was going with this.
Suggestion: Try to get on top of bread boards and devise some fancy walkers. Then do an Ashes of the empire walkers only.^^
Ja, ich geh ja schon.....
Frohe Weihnachten an alle hier und an Herrn Heizmeister und ein frohes neues Jahr.
Danke sehr! Frohe Weihnachten (nachträglich) und ein frohes neues Jahr auch dir!
I dont know if you have thought about it but you could do auxiliary injector engines for when you need even more power and then feed the exhaust of that back into your main engine with the turbos and increase the efficiency of that one even more by creating more power with more exhausts running through the turbo.
That is a very intruiging idea. I have to test that at some point, thank you!
@@DerHeizmeister you could also use a supercharger engine as your main engine and then the turbo engine for when you need the power and use the exhausts from the supercharger engine to boost the turbos as well.
And if you are really into it you could then also add another injector engine as the last backup and feed that in there as well.
multi stage fuel engines.
Adventure mode! Have u done some already
I have indeed done Adventure Mode.
At 15:12 your Spinblock debuging didnt work, to fix that put your craft in and out of play and try again
I did and it worked, thank you!
Please do the X-mas campaign!
Well... better late than never I guess.