I misread that as Ogryn at first and my mind went to silly places.I feel like this is a bit foolish, but I'm quite tempted to try and salvage (ie: raid) a tomb world and try and reverse engineer some Oghyr tech (especially their Blackstone tech).
I misread that as Ogryn at first and my mind went to silly places.I feel like this is a bit foolish, but I'm quite tempted to try and salvage (ie: raid) a tomb world and try and reverse engineer some Oghyr tech (especially their Blackstone tech).
Speaking of descriptions, how many system slots does our vehicle scale conversion field generators take up?also, Geedubs never ceases to amuse.
> Says weapon has six barrels
> picture of weapon clearly has eight
> primary variants/related weapons have three
> except for the one with four that appears on only one unit
just
guys.
actually look at the models when you are writing descriptions for them, yes?
Heavy chassis might have permission to mount that third grav shield the way superheavies do. Unlikely to learn the answer to that without trying. We're probably not fitting a bulky conversion field in any of the smaller vehicles, either.
Might be fun to build a flying gun on the Light chassis, but the Heavy is more likely to be possible to build an SPG that can mount a Superheavy Fusion Bombard.
Just going pure slots wise you could put a superheavy weapon slot, and have just enough system slots for a holofield and two grav shields. With the light grav vehicle iteration having the options for two grav engine enhancements giving + 2 system slots, we then should be able to get at least that many on a heavy Chasis. Ideally we could get three grav enhancements and have enough for a non-bulky conversion shield, hypothetical third grav shield, or a heavy weapon turret.Heavy chassis might have permission to mount that third grav shield the way superheavies do. Unlikely to learn the answer to that without trying. We're probably not fitting a bulky conversion field in any of the smaller vehicles, either.
Might be fun to build a flying gun on the Light chassis, but the Heavy is more likely to be possible to build an SPG that can mount a Superheavy Fusion Bombard.
Not sure a heavy is worth it for a superheavy weapon armed SPG.Heavy chassis might have permission to mount that third grav shield the way superheavies do. Unlikely to learn the answer to that without trying. We're probably not fitting a bulky conversion field in any of the smaller vehicles, either.
Might be fun to build a flying gun on the Light chassis, but the Heavy is more likely to be possible to build an SPG that can mount a Superheavy Fusion Bombard.
Just going pure slots wise you could put a superheavy weapon slot, and have just enough system slots for a holofield and two grav shields. With the light grav vehicle iteration having the options for two grav engine enhancements giving + 2 system slots, we then should be able to get at least that many on a heavy Chasis. Ideally we could get three grav enhancements and have enough for a non-bulky conversion shield, hypothetical third grav shield, or a heavy weapon turret.
Not sure a heavy is worth it for a superheavy armed SPG.
We've got a couple of superheavy design proposals floating around with twin superheavy Fusion Mortars and I'm pretty sure a single superheavy with two Fusion Mortar's would cost less than 2 heavies with a superheavy Fusion Mortar each.
Eh, it's an SPG. Needing support for everything it's not meant to handle (dropping very big booms at long range) isn't exactly inappropriate.You'd probably need to hope it could have three extra engines to buy a heavy weapon to shoot at infantry though
I'd bet on our existing chassis having multiple copies of Enhanced Grav-Engines, the same way our Air Racer does. The listed slots are the minimum.That said, not sure how a superheavy chassis can only have 60 System Slots when our existing superheavy chassis has 80 System Slots
It is after all supposed to be based on the equivalent of a tractor trailer.Eh, it's an SPG. Needing support for everything it's not meant to handle (dropping very big booms at long range) isn't exactly inappropriate.
I'd bet on our existing chassis having multiple copies of Enhanced Grav-Engines, the same way our Air Racer does. The listed slots are the minimum.
Eh, it's an SPG. Needing support for everything it's not meant to handle (dropping very big booms at long range) isn't exactly inappropriate.
values for the Novel design is just the base slots for the platform size; there's options for fiddling with those deliberately and as side effects of certain integrated equipment.Not sure a heavy is worth it for a superheavy weapon armed SPG.
We've got a couple of superheavy design proposals floating around with twin superheavy Fusion Mortars and I'm pretty sure a single superheavy with two Fusion Mortar's would cost less than 2 heavies with a superheavy Fusion Mortar each.
That said, not sure how a superheavy chassis can only have 60 System Slots when our existing superheavy chassis has 80 System Slots divided into 30 spare System Slots , 1 Superheavy Weapon Slot (30 System Slots), 2 Vehicle Weapon Slots (12 System Slots), 2 Heavy Weapon Slots (6 System Slots), and 2 Ranged Weapon Slots (2 System Slots).
@Mechanis was 60 System Slots a typo or are Superheavy Weapon Slots cheaper when they come prepackaged into the chassis?
I disagree, I want to make an affordable highly focused tank to be our "Leman Russ but Better" tank that we can build in reasonable numbers.With the extra options that the novel design has, I think that incentivises getting the larger base unit even more, as we'll probably have more scope to play around with the design.
I will likely break it down to, at the very minimum, one vote for the Mechanical Things and one for the Fluffy Things, if only to give me some time to trawl for example images when aesthetics comes up.Yeah, that was part of the reason why I felt it was important to do at least one completely novel design in this run, so we could see how the two compared.
Question @Mechanis , are you going to be slow rolling the Novel Vehicle Design over the course of other projects this turn? Or is the next step going to lock it in?
I think it's worth trying to design a heavy vehicle chassis because of the potential this works alone.
It would make a much better SPG and better MBT if it could, and even if we can't an extra couple of vehicle weapon slots would also help a lot.
It's not just for a super-heavy SPG. It would also make a much better MBT with a super-heavy gun. Or even a set of vehicle guns like the Kratos.
See my edit, a single Superheavy Weapon Slot eats up 30/38 of the base System slots, any heavy chassis using a Superheavy weapon is going to have a pittance of System Slots remaining for everything else unless we spend more EP to expand it.Eh, it's an SPG. Needing support for everything it's not meant to handle (dropping very big booms at long range) isn't exactly inappropriate.
I'd bet on our existing chassis having multiple copies of Enhanced Grav-Engines, the same way our Air Racer does. The listed slots are the minimum.
You can do a pretty well protected double SH Fusion Mortar SH SPG for ~893EP
Interesting.To do two similarly protected heavy chassis SPG would cost ~488 each (976EP)
a naked light grav tank is 126 EP, based on the cost of the Blazestar light tank (Blazestar costs 257 EP, -100 for starlance, -25 for fatecaster rifle, -6 for heavy lascannon. No slots are changed, so thats base cost of 126 EP)
I think the super heavy chassis likely has better and more numerous armor and defensive options than a heavy chassis, for a more customized defensive package.Interesting.
You're assuming a superheavy chassis has twice the effective HP as a heavy chassis, though. If it has less, it is, as you say, putting a lot more eggs in one basket.
My bet would be "better defensive multipliers, much less than double raw HP," yes. How that works out in effective HP depends on what's shooting you.I think the super heavy chassis likely has better and more numerous armor and defensive options than a heavy chassis, for a more customized defensive package.
Especially since EP isn't actually our limiting factor. It's how many vehicles a single Foundry can produce per turn, a statistic that is apparently only loosely correlated with EP.Not sure how much we can or should rely on estimates for the EP cost of a military chassis based on... extrapolating out the cost for the bare frame after taking away how much the guns cost from the overall cost to us to churn out a civilian vehicle with guns bolted on it.
I mean, work with the information we have, sure, but personally I'm expecting the finished product to be pretty damn different.
While our estimates are rarely on target having a basic idea definitely helps since it lets us figure out where hidden costs exist.Not sure how much we can or should rely on estimates for the EP cost of a military chassis based on... extrapolating out the cost for the bare frame after taking away how much the guns cost from the overall cost to us to churn out a civilian vehicle with guns bolted on it.
I mean, work with the information we have, sure, but personally I'm expecting the finished product to be pretty damn different.
You're right, was using some really old Starhammer numbers from before we knew fudging with System Slots costed EP (that math also somehow missed the Starcarver that was included in it).a naked light grav tank is 126 EP, based on the cost of the Blazestar light tank (Blazestar costs 257 EP, -100 for starlance, -25 for fatecaster rifle, -6 for heavy lascannon. No slots are changed, so thats base cost of 126 EP)
Heavier vehicles generally have thicker armor which should both mitigate and outright reduce the number of weapons that can realistically harm it (on TT for example the while the Baneblade doesn't have twice the wounds of say a Rogal Dorn it does have a decent amount more wounds and a higher toughness score).Interesting.
You're assuming a superheavy chassis has twice the effective HP as a heavy chassis, though. If it has less, it is, as you say, putting a lot more eggs in one basket.