@DaLintyGuy On the Indignant model torpedoes, have the point defense guns on them shown to actually have much of a positive effect?
Some things I want some feedback on:
1. For a subsidiary shipyard design, how much manufacturing should we try to build into it? I'm thinking enough to build the hulls and essential components.
2. For the torpedoes, should we double down on the penetrating armor with a jet, or should we refocus on just having a big explosion.
3. We could probably design a plasma torpedo that would be very strong, but it would also cost Artisan points to build
My current plan idea:
[] Plan Shipyard and better weapons
-[] Remove Artisan cost from Macrocannons Mk2 - Specialized manufacturing facilities can enable us to produce our newer macrocannon designs without needing major oversight from the Mechanicus adepts, freeing them to work on other projects
-[] Explosive shells for macrocannons - Given that a large portion of the ships we face lack strong armor, explosive shells for our Mk2 macrocannons will enable us to put traitors and xenos down that much faster.
-[] Subsidiary Shipyard design - Now that the shipyard overhaul is complete, it is time to consider expanding shipbuilding efforts to other systems. The Subsidiary Shipyard is a self-contained shipyard with a pair of drydocks for escort class vessels, and enough resource processing and manufacturing built-in to construct the hulls and essential components on site.
-[] Better Torpedoes - The Indignant model torpedo has served us well, but in the face of greater threats it is time to create something better. Removing the built-in point defense, and using the sensors to instead help guide the torpedoes into enemy ships, increasing the chance of hitting. Additional armor on the warheads is combined with more powerful explosives for an even stronger jet against enemy armor.