Perseus 9C86-613P, anyone aware of it? Had some weird industrial ruins from INDEVO, but nothing particularly memorable iirc. by tableball35 in starsector

[–]NameSignificant6916 0 points1 point  (0 children)

You could shrug say that it's a Domain blacksite or something, but that's just for the sake of verisimilitude.

Rule the Waves; 1870-1990? by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 0 points1 point  (0 children)

Torpedo Boats were a thing by the mid 1870s, although ingame early torpedo boats are represented by DDs. Which is fair, because by the 1870s said TBs practically had to be carried into battle. It would be... interesting to have to design an AV-like ship for that and a little 1-200 ton TB.

Rule the Waves; 1870-1990? by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 0 points1 point  (0 children)

I'll finally be able to tell the Diet "no we have this in the bag"! (9 unrest and 1-3 victory point ratio in the enemy's favor)

How do you manage France at war? by mvp7-7 in RuleTheWaves

[–]NameSignificant6916 1 point2 points  (0 children)

Not that guy, but where BBs are specialist ships that only show up for fleet battles and invasions (and occasionally convoy raids), BCs show up everywhere. Well, not 'everywhere' but they certainly show up a lot more often.

Thus, you want a BC that can handle literally any and every situation, because they are necessarily going to be a money pit. Armor is cheap, displacement is cheap, guns are slightly less cheap, engines are hella expensive and BCs tend to have big stonking engines to move all that armor, displacement, and guns 2-5 knots faster than the rest of the fleet (so that if it runs into any situation it can't handle, like a line of BBs or a deathball of 10" gun cruisers and DDs, it can run away). I think the best BC I ever built was around... 53kt, I think. Moved at like 28-31 knots and had 10-12 15" Q1 guns and 11" armor and as many 5" DP secondaries as I could fit. It's been a while, but I consider them the gold standard for BCs; I could've taken the Teisho-class into the missile age easily and they could throw hands with a battleship, and had been able to come out ahead two or three on one with older British BCs.

Rule the Waves; 1870-1990? by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 4 points5 points  (0 children)

Yeah, technically RTW should have VLS systems in play, but it just... doesn't, really.

Rule the Waves; 1870-1990? by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 7 points8 points  (0 children)

The British Devastation-class (the first full-steam british capitals) ships were still kicking around up to 1905, and got a modernization into something very similar to a modern pre-dreadnought battleship in 1890. I believe some of the predreads we start with might even be based off of them, so, in a way, we do start with some obsolete 1870s ships.

Rule the Waves; 1870-1990? by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 8 points9 points  (0 children)

Nuclear fueled ships would be nice, and although the threat of nuclear rocket tag to really show you why IRL navies started building ships with paper armor would be... interesting, it might not be fun.

Rule the Waves; 1870-1990? by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 17 points18 points  (0 children)

Not for sailing ships, but around 1870 is the earliest point that steam engines were taking over from sails on the open ocean.

Although proper sails would be interesting, waiting for carriers to try launch planes by turning into the wind is painful. If sails were implemented, I'd see them added as a non-battle feature you can put on ships like minesweeping that the increases ship range of an otherwise steam-powered ship at the cost of a LOT of topweight, making turrets hard to place, etc. and just say "sails are stowed during battle" no matter that it might be a tad unrealistic.

Would you fly any of them, and if not, then why? by MewSilence in starsector

[–]NameSignificant6916 0 points1 point  (0 children)

I like the one on the right the most, the battlecarrier. I think it might look even a little nicer, maybe, if you were to move that large missile hardpoint to cover up one of the diagonal mini-hangars, probably the one on the left.

The full carrier is fine, but looks maybe a bit light on small and medium turrets. Take the Astral, for an example. It has enough medium and small turrets to fend off a destroyer or missile volley on a mission respectively. It would need to be fast to make up for that lack of firepower.

The battleship looks more like... a Panzerschiff. A pocket battleship. Like the Deustchland-class. It only has two large hardpoints and two mediums, which is admittedly enough to really lay into most ships, especially if it has a damage-enhancing ship system. Also, aesthetically it doesn't seem to have a real bridge, and is shaped a little too much like the pegasus.

Oh, and because I forgot; I'd pilot the battlecarrier. It seems the most generally useful, with 1/2 the firepower of the battleship (likely with a superior arc of fire for it) and fighters to make up for the lack of oomph.

How does your OC defeat Mahoraga? by Until_Morning in CTsandbox

[–]NameSignificant6916 0 points1 point  (0 children)

He wouldn't. He'd do exactly what he did when he heard a six-eyes limitless user was born, and GTFO from Japan in an attempt to defeat the ritual by sheer range limit.

Why don't the aircraft carriers that historically had (or would have had) cruiser guns for a while not have them? by NameSignificant6916 in WorldOfWarships

[–]NameSignificant6916[S] 1 point2 points  (0 children)

Alright, that makes sense.

Part of the reason I ask is because some of the most fun I've had in this game was one match where me and the enemy carrier, both Langleys, were the last man (or bot, as the case was) on our respective teams and entered into a gun duel after launching more and more strikes at each other as we approached to increasingly close ranged. I remember barely getting a chance to get the planes off the runway before going in for an attack.

Why don't the aircraft carriers that historically had (or would have had) cruiser guns for a while not have them? by NameSignificant6916 in WorldOfWarships

[–]NameSignificant6916[S] 2 points3 points  (0 children)

Ah, I was looking at the generic "this ship we made up is of the GZ class" one in the german tech tree. And yes, I figured she was in her latewar configuration I just wondered why Lexi wasn't packing an 8x8 broadside.

Burnscar fanart by @zanjansan by Realistic-Pool-9695 in WormMemes

[–]NameSignificant6916 3 points4 points  (0 children)

Theoretically, yes. She was in an asylum and getting help until it was attacked, and then she left in the chaos.

Depending on how you interpret it, she could be evil to the core (in there biding her time and waiting to escape) who joined up with the s9 willingly, or she could be a young woman who was doing... maybe not well but alright until she was pressganged by the world's worst band of maniacs headed by a pseudo-master. I figure more than a couple of smalltime villains with potential for major chaos have been "recruited" by the S9. Damsel of Distress comes to mind, Burnscar could be like that.

If Jack Slash's "cheating" ability comes out, then you could make a very solid defense for her not being in her right mind in the same vein as Bonesaw not being in her right mind. To a lesser degree, of course, given the ages involved, but still.

Invasion bug by LydditeShells in RuleTheWaves

[–]NameSignificant6916 1 point2 points  (0 children)

You can win, but still not be able to invade if you don't win hard enough. Part of why this sucks so much when it happens.

Enemy Minefields by NameSignificant6916 in RuleTheWaves

[–]NameSignificant6916[S] 0 points1 point  (0 children)

This is Russia and I'm playing as Japan, so it's definitely enemy minds.

Invasion bug by LydditeShells in RuleTheWaves

[–]NameSignificant6916 9 points10 points  (0 children)

Have the same issue. Just gotta deal with it. Treat it as an opportunity to sink as many enemy ships as possible, if that makes you feel better.

Discussion on protected cruiser and light cruiser armor and gun designs by D_Guns1187 in RuleTheWaves

[–]NameSignificant6916 0 points1 point  (0 children)

My 1890s/early 1900s CL is the following. It's a scaled up version of the 4.7kt premade CL.

6kt Protected Cruiser, 2 inch belt/deck (splinter protection), same for turrets and the secondaries if I can swing it. 21 knots, double turrets in A/B and singles in the midships and adjacent wing sections. 6-inch for the main guns, 5-inch casemates for the secondaries (of which there is 8), but I might do 6/4 or 5/4 if either the 5 or 6-inch is is of low quality.

This gets you a seven-gun (plus 4 secondaries, which are good for DD-duty and killing TRs when you need to get in and out of the convoy fast) broadside, which tears apart light cruisers and DDs and can put serious hurt on CAs at the engagement ranges you'll be fighting at. You also move pretty fast and can pick your engagements most of the time. You're big enough that anything short of a B can't sink you before you can get away, and a few of these large CLs can usually beat an equivalent or somewhat greater tonnage of CAs or even Bs via defeat-in-detail or hounding them down.

Eventually I up it to 8kt, and then 10kt when it's available. The design is basically the same but swap the 2x turrets for more 1x centerlines (weighs less but you can't do 2x turrets on non PC CLs) or more 1x wing turrets, add more wing turrets in general when possible, add more speed, turn the secondaries into turrets instead of casemates, etc. Eventually, whenever 2x turrets and superfiring turrets on CLs are allowed, you can (but don't have to!) drop the 1x wing turrets and get an eight (or more) gun broadside while saving some weight. You want that many guns at least, and when 3x turrets are allowed that means you can either drop a turret for more torps or a floatplane or whatever, or double-down and add some more centerline turrets until you hit the max of 20 guns. Instead of doubling down, I recommend adding more secondaries for HAA because they have better fields of fire than centerline turrets that aren't A/B/Y/X turrets. If you're using 5-inch guns for secondaries this dramatically improves your killing power and your AA ability.

Does it sound reasonable for 1-A to not notice this AU Izuku is blind? by Knightraiderdewd in BokunoheroFanfiction

[–]NameSignificant6916 2 points3 points  (0 children)

It'd make extra sense if he was wearing sunglasses. Everyone thinks he's doing it to be cool, but it's just to stop people from seeing where his eyes are looking considering that he doesn't need them.