What should your focus for the rest of the Quest be?


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That's a very smol bean but I'll swap it out.

EDIT: Now it doesn't show up for me!

And hey, I like the R-Type ships! And the R-101 straight up looks from right out of the Tall White playbook! It even has a remote drone like we do now!
 
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... Well, that was weird.

Thanks, fixed it.

But yeah, I like those dopey little fighters! And they wouldn't be out of place in 40K either given the Fuckfest that is the Bydo.

But yeah, need to find good references for the assault boat and the bomber now, hrm.

When you get up @HeroCooky , you mentioned a while back that our Teleportariums weren't very good for people who weren't Space Marine level of Built Different, did our research on the Necron stuff manage to solve that problem along with doubling the thoroughput?
 
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[X] Plan: The Gravity Generation
-[X][Fighter] Cepheid-class Strike Fighter
--[X] The Cepheid-class Strike Fighter is an all-rounder craft making full use of the technologies developed in recent years to create what may be the finest and most well-balanced fighter craft in the galaxy today, capable of contesting even the works of the Elder Species that still lurk in the distance. The Cepheid-class makes use of a single Superheavy Sibling-class Void Automata, controlled by one of its Thule compliment as a dedicated support weapon, capable of emitting an omnidirectional Power Field in short bursts--either to be deployed to intercept incoming fire, or to be used as an all-purpose wrecking ball against external voidship armaments--and in the case of particularly clever crews, other strike craft. It can be equipped with a variety of primary armaments, but favors a long range plasma-pulse cannon renowned for its accuracy and relative projectile speed, with a number of potent close-in laser batteries able to intercept incoming guided weapons or other strike craft handled by the ship's Weapons Officer. For specific missions, it can be fitted with up to four missile pods, able to deploy any form of munition available to the Federation's shipwrights, and configured accordingly based on intended role. Its relatively aerodynamic structure (For a voidcraft) and superb gravity manipulation techniques also allow it to be deployed in atmospheric combat with no loss in manueverability or combat effectiveness, making it a phenomenal all-purpose strike craft.
-[X][Interceptor] Pulsar-class Void Superiority Fighter
--[X] The Pulsar-class Void Superiority Fighter, on the other hand, is intended for the purpose of achieving Void Space Superiority, a craft as fast as possible, with the most accurate and destructive armament achievable, at the lowest weight imaginable, and damned the cost. This Interceptor is intended for experienced Thules, as many of the greatest challenges and the greatest responsibilities of a small craft wing is to prevent the enemy from harming those under your protection. To that end, it has an extremely overbuilt single engine thruster that the rest of the hull is built around, intending to serve as low a profile as possible while arranging as many guns on target as possible. Operated by two Thules--a pilot and a navigator--the Pulsar-class is capable of thrust that even Fourth Generation models aren't capable of fully mitigating, and they can only carry a fraction of the armor and defenses of a standard fighter. Little more is needed, as the Pulsar only needs so much force to take down its desired prey--torpedoes and enemy strike craft, and is equipped with a pair of high-powered rotary lascannons as its primary armament, and is further equipped with a number of small-scale splitter missiles able to force their way through enemy point defense and escort screens to shut down even the heaviest ordnance attacks. The navigator--among their obvious duty of keeping the pilot pointed in the right direction, is also responsible for wrangling the Pulsar's two Sibling-class Void Automata, frequently equipped with high mobility packs and lascannon arrays to provide added punch and the necessary double-taps when the first pass wasn't enough to solve your problem. Unlike the Cepheid-class, its speed and light armor render it unsuited for atmospheric combat... Or more accurately, "You can take it there if you're insane enough to try, but you probably don't want your hull to catch fire and explode from air resistance at the speeds this thing is capable of, and if you're going to slow down... Why bother?"
-[X][Boarder] Dark Star-class Assault Craft
--[X] While dedicated Assault ships are sparingly employed by the Federation Star Navy, they have nonetheless been watching their allies in the Lamenters work their magic at a distance--and developments in stealth and low-emission thrust technology from studies of Concrete Mastercraft have enabled a new breakthrough. Thus, the Dark Star-class Assault Craft was born. Operated by a two Thule team--a pilot and an engineer, the Dark Star is built with the best stealth technology that can be miniaturized without overtly compromising its defenses, making use of gravity manipulation and the chaos of void warfare to enter close range to a target vessel or station. Once achieving close quarters range, the Dark Star can begin its work, providing data through on the enemy craft through hull-penetrating sensors, all to seek out a vulnerable intrusion point to its compliment of void infantry to achieve maximum gain in the scope of their mission. This subtle dagger requires much patience and care from its operators, but enables even the otherwise mortal soldiers of the Federation to make their displeasure known in the carnage of inter-ship combat.
-[X][Bomber] Supernova-class Bomber
--[X] When shattering a capital ship in a single bombing run is what you need, the Supernova Bomber will provide. A veritable fortress of armor and weapons, closer in scale to a Knight than any standard vehicle, the Supernova-class possesses a crew of five Thules. A pilot, a navigator, two gunners, and an engineer. Designed to force its way into harm's way and deliver the message of the Star Child to even the most stubborn of listeners. It is strongly equipped with defensive lascannons, and has a heavy assault cannon on the nose for just that extra bit of high speed anti-armor mulching, but its real strength are its anti-shipping missiles. Veritable goliaths packed with all manner of explosive substances, a salvo delivered to just the right place can cripple a Heavy Cruiser with ease--and that assumes you're using one of the standard issue packages instead of one of the more specialized armaments available, such as radiation-bombs, gravity-compressors--if it is horrible and can be put on a five thousand kilogram missile, it can be loaded. In spite of its terrifying striking power though, the Supernova possesses remarkable agility for a bomber, capable of maneuvers closer to that of 2nd generation fighters than the monster it is, even if it can only be called sluggish in comparison to its siblings. Its two Siblings--handled by the bomber's Engineer--further supplement it's defenses, being equipped to conduct field repairs and produce supplementary power fields to deflect particularly dangerous fire--and in times of greatest exigency, used to take a blow so that the Supernova itself can complete its mission.

I worked very hard on these! I hope you all like them!

General intended role though is...

Cepheids are the all-rounder workhorses, able to be useful in literally any circumstance that you might want air support for, but not as good as specialists even if you give them a proper armament for their mission. They can challenge other strike craft, they can damage enemy weapon emplacements and sensor towers, but never as good as something that was built for it.

Pulsars are the laser disco ball insanely manoeuvrable Ace Combat Protagonist craft that exist to fly into a furball and just delete everything that isn't fast enough to get out of the way, sure, its relatively lightly protected compared to specialist ships, but it's not intended to hunt voidships, but other strike craft and incoming ordnance.

Darkstars are sneaky stealth AWACS that exist to sneak up while the other side is busy screaming at the swarm of Cepheids attacking them and start delivering sensors and teleport homers to high value targets so we can just teleport attack teams directly into the enemy ship and get them out safely when the job is done, because this is apparently safer now than actually putting your strike team on your assault boats unless Cooky confirms otherwise (In which case, I'll probably just refluff them as sneakily burning a hole in and letting their dudes out like a fucking cryptid)

And finally, the Supernova, which is a giant deathball brick of a fighter that doesn't know how to die, and carries missiles that really shouldn't be carried by strike craft, but we do it anyway because we've successfully gained a degree of control over Gravity that probably only the Dark Age at its height surpassed, and thus we can just pretend those stupid missiles don't exist and instead just break the spines of voidships with a bombardment at the right place at the right time. Because fuck you.
 
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It is strongly equipped with defensive lascannons, and has a heavy assault cannon on the nose for just that extra bit of high speed anti-armor mulching, but its real strength are its anti-shipping missiles. Veritable goliaths packed with all manner of explosive substances, a salvo delivered to just the right place can cripple a Heavy Cruiser with ease--and that assumes you're using one of the standard issue packages instead of one of the more specialized armaments available, such as radiation-bombs, gravity-compressors--if it is horrible and can be put on a five thousand kilogram missile, it can be loaded. In spite of its terrifying striking power though, the Supernova possesses remarkable agility for a bomber, capable of maneuvers closer to that of 2nd generation fighters than the monster it is, even if it can only be called sluggish in comparison to its siblings. Its two Siblings--handled by the bomber's Engineer--further supplement it's defenses, being equipped to conduct field repairs and produce supplementary power fields to deflect particularly dangerous fire--and in times of greatest exigency, used to take a blow so that the Supernova itself can complete its mission.

I worked very hard on these! I hope you all like them!

Probably better to equip them with the new rail weaponry instead of the old assault cannons everything else looks good.

[X] Plan: The Gravity Generation
 
[X] Plan: The Gravity Generation

can you feel that?
is the enemy ships getting absolutely fucked by our carrier doctrine

i guess the only counter is for them to develop ways to take down our carriers in 1 or 2 shots,because the second our next gen aircraft flies,they are good as dead
 
wow low number of siblings
How? They literally Double your numbers for fighters, which is both insane and enables a single wing to act like two?
When you get up @HeroCooky , you mentioned a while back that our Teleportariums weren't very good for people who weren't Space Marine level of Built Different, did our research on the Necron stuff manage to solve that problem along with doubling the thoroughput?
In terms of boarding effectiveness, not safety. Soldier #731689 isn't going to deliver the same ass as Brother Anger Issues Resolved By Therapy.
Dark Star-class Assault Craft
Minor quibble: they would only be able to bring the soldiers onto the hull if this design wins. And even then, expect 20% failure-rates in teleporting them (aka: they're now lost in the Warp) due to active Voidshields blocking Teleportariums.
You might want to add a design for Rad-Bombers, otherwise we might lose out on them.
Not needed. The bombers just get rad-bombs as their payloads.
 
Feels like one of the strengths of Boarding strikecraft is not having to deal with void shields so our Boarding machines due to teleportation losing that strength feels like not a good idea
 
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