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Governor Crooser WIP

That Battleship is a work of art and I will defend it with my life
They should have about 270° from there, no idea if thats enough. I just make shit that looks cool and have the squid sign off on it.
Well... it's not as godawful as the carrier at least.That Battleship is a work of art and I will defend it with my life
It looks more like 180 to me, any more and the central structure looks like it would be in the way.They should have about 270° from there, no idea if thats enough. I just make shit that looks cool and have the squid sign off on it.
The higher up the guns go the more stability issues happen when firing them. There's a good reason ships didn't tend to stick guns up there. Multiple reasons in factThe forward turrets have very limited fields of fire.
Frankly, positioning them on top of the central structure would seem like a better idea.
Although the center structure itself - does it have to be this high?
Because it makes the ship far more visible, without a discernible reason for it.
Otherwise looking nice.
The higher up the guns go the more stability issues happen when firing them. There's a good reason ships didn't tend to stick guns up there. Multiple reasons in fact
You also need an armored barbette running down to that turret's magazines. You flat out couldn't put those turrets on the super structure without taking up most of internal volume and massive weight gains in addition to instability.The higher up the guns go the more stability issues happen when firing them. There's a good reason ships didn't tend to stick guns up there. Multiple reasons in fact
You also need an armored barbette running down to that turret's magazines. You flat out couldn't put those turrets on the super structure without taking up most of internal volume and massive weight gains in addition to instability.
It's perfect. Keep it.GDIOnline is a product of the DiscoBal? Pardon butchered acronym.
Ugh. My suggestion is to find other projects for the AA and Erewhon dice (they thrive on small projects that have, say, a 25% or so chance of finishing because they can "tap" the project over the line) and put another Free die on Chicago.Thought I'd try a maximum spending and power plan for funsies. It doesn't seem too bad really. Finishes some big things.
[] Plan: Power to the Steel Talons
-[] Infrastructure 6+E+AA/5 180R
--[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
--[] Chicago Planned City (Phase 4) 3/550 1 HI 5 Infra 1 AA 1 Erewhon dice 160R 77%
I feel some concern here that this doesn't give the fusion plants a guarantee of finishing. Have you tallied up your Energy budget to make sure it adds up without them?-[] Heavy Industry 4/4 60R
--[] (1 die on Chicago)
--[] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%
--[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
Personally I wince at spending two dice on an inhibitor; they have a reasonable chance of completing without one. Three dice on liquid tiberium power strikes me as a shaky compromise; you're not assured of clearing the second phase (if you need it for Energy), but you're also spending dice that could profitably go to, say, Red Zone Border Offensives.-[] Tiberium 8/7 175R
--[] Tiberium Inhibitor Deployment (YZ 11) 0/130 2 dice 60R 94%
--[] Liquid Tiberium Power Cell Deployment (Phase 1+2) 41/280 3 dice 60R 81%
--[] Visceroid Research Programs 0/120 2 dice 30R 99%
--[] Venusian Tiberium Studies 95/120 1 die 25R 100%
You've got a surefire +10 from Tiberium Power Phase 1, but two "I hope this works" projects for +10 and +16 that should work but might not. How's your plan looking in the event that one or both of those things doesn't finish?So yes, overkill on power plants. But at least we know we'll have a good buffer to keep things powered until we get better Fusion.
I'm quite sure you can look at the Energy breakdown in the quoted post and do 40 -16 -10 = 14...You've got a surefire +10 from Tiberium Power Phase 1, but two "I hope this works" projects for +10 and +16 that should work but might not. How's your plan looking in the event that one or both of those things doesn't finish?
Yes, the central structure does have to be that high. It's the mounting point for modern panel-style radars. The taller the tower, the larger and more powerful the radar. Putting an extention on the bow behind the guns would be far more practical for solving the field of fire issue, assuming it exists.The forward turrets have very limited fields of fire.
Frankly, positioning them on top of the central structure would seem like a better idea.
Although the center structure itself - does it have to be this high?
Because it makes the ship far more visible, without a discernable reason for it.
Otherwise looking nice.
I'm sincerely sorry. I spaced out on noticing that line, and was also posting a bit hastily because I had to rush out on an errand on short notice.I'm quite sure you can look at the Energy breakdown in the quoted post and do 40 -16 -10 = 14...
There are quite a few other very expensive projects we could do in the Tiberium area that would also be expensive, attractive targets for a meme plan.And you seem to have overlooked the "Thought I'd try a maximum spending and power plan for funsies." bit. Of course there is silly overspend on the Inhibitor.
Given that the Visitors used them as more or less expendable ammunition with nothing beyond the propulsion system, I suspect they don't need an external power source to be hellasharp. However, I also suspect they use STUs, which means making them by the thousands of tons for use in expendable shrapnel munitions is impractical for us.Wouldn't buzzer blades make a hell of a shrapnel bomb, or do they need to be powered/attached to non-expendable .machinery??
If the negotiations don't go through right away (and they could fall down for several reasons), we'll be wanting the amphibs for other things too. It would be very convenient if we could start picking off Nod-held islands efficiently. The amphibs have a lot of uses.For navy... I'm kinda alright losing the offensive ships? Maxing out our current ships and their tech will probably suit us just fine.
With any luck we can build Karachi without a ton of conflict. Especially if negotiations are on the table. I'm not betting on it but I'm feeling like it's a potential that's out there.
Air Force confidence being "High" says otherwise...The problem is we've said we're going to do Karachi, we've put off Karachi by failing to invest in the naval capacity to support a major invasion in the face of determined resistance. And now our navy is coming to the conclusion naval invasion isn't in their portfolio. Either commit to the ships needed to launch a contested invasion when air is one of our weakest areas against Nod's xenotech fighters...
I think this is likely to be overkill given how tight the 2062Q1 budget is. I'm okay with doing the development this turn, but casually throwing around 80 R or so next turn to get a shipyard in a hurry is a questionable choice that would come with painful opportunity costs.Islands should absolutely be developed this turn and at least one yard should be completed next turn, if possible...
I think this catches us in a "worst of both worlds" scenario, where we commit heavily to spending on Chicago but do not complete it, while also making relatively limited progress in other areas. I'd prefer to just skip housing construction for this one turn so we can actually get Chicago Phase 4 done.[] Plan: Chocolate Boxes for the Talons
INFRA 5/5 + 1 140R
-[] Yellow Zone Fortress Towns (Phase 6) 273/300 1 die 20R 100%
-[] Blue Zone Apartment Complexes (Phase 9) 82/160 2 dice 20R 100%
-[] Chicago Planned City (Phase 4) 3/550 4 dice + 1 HI 100R
I strongly disagree with founding the DAE right now. We don't know what the dice and cost numbers will be for the second-generation fusion plants, and this plan knocks us down to three Heavy Industry dice next turn. We may or may not be able to recover from that and build necessary projects effectively.HI 4/4 + 1 (1 allocated to Chicago) 70R
-[] Continuous Cycle Fusion Plants (Phase 9) 236/300 1 die 20R 81%
-[] Suzuka Prototype Hover Chassis Factory 0/175 2 dice 40R 50%
-[] Division of Alternative Energy -1 HI die -10R Auto
I think this is overcompensation, because we cannot realistically finish Bergen Phase 4 anytime soon. I'd rather put the fourth Bergen die and possibly the third one onto something that might actually finish in a timely manner.LCI 4/4 120R
-[] Bergen Superconductor Foundry (Phase 3+4) 251/1140 4 dice 120R
Conestoga development is probably counterproductive right now. SCED is working on an uprated gravitic drive that should be done in a year or so, and we'll probably get a better design if we wait until then.ORB 6/6 + 1 + Erewhon 150R
-[] Leopard II Factory 0/350 4 dice 80R 32%
-[] Conestoga Class Development 0/60 1 die 30R 87%
-[] Station Bay 0/400 2 dice + Erewhon 40R
If we're gonna throw dice at the Talons, we should do Sparkle Shields because we know those have civilian spinoffs.MIL 7/8 + 3 + AA 255R
-[] ASAT Defense System (Phase 4) 36/220 3 dice + AA die 80R ~99%
-[] OSRCT Station (Phase 4) 319/395 2 dice 40R 100%
-[] Ground Forces Zone Armor (London) 121/180 1 die 20R 83%
-[] Medium Tactical Plasma Weapon Deployment 0/80 1 die 30R 62%
-[] Light Combat Laser Development 0/40 1 die 25R 100%
-[] Infernium Laser Refits 0/450 2 dice 60R
The fields of fire for those forward guns looks to be about 240° to 260°. The raised superstructures behind them is limiting how far they can turn and not hit the ship. Try cutting the corners off of the first raised platform, shorten the hight (and maybe length a little) of (what I presume is) the command tower, and maybe move turret #2 (the gun turret second from the front) a little forward (although it looks good where it is). Otherwise this looks great for a WIP.They should have about 270° from there, no idea if thats enough.
We must do this, it is just perfect for us. Think of the science.
Well, at least they didn't suggest it as a Mastodon transport and deployment system.
Meme-plans are hard. I can't decide when there are too many targets. :/There are quite a few other very expensive projects we could do in the Tiberium area that would also be expensive, attractive targets for a meme plan.
Mama didn't raise no coward.I strongly disagree with founding the DAE right now. We don't know what the dice and cost numbers will be for the second-generation fusion plants, and this plan knocks us down to three Heavy Industry dice next turn. We may or may not be able to recover from that and build necessary projects effectively.
It houses Point Defense Lasers. Point Defense Lasers work best when they can see horizon and said horizon is far away.Although the center structure itself - does it have to be this high?
However the PD Lasers are not at the top, most of what is above them can probably go away so as to lower the center of gravity and present a lower profile. Possibly put in a radar/radio mast on that command tower.It houses Point Defense Lasers. Point Defense Lasers work best when they can see horizon and said horizon is far away.
So you want you PD Laser as high as it gets.