Wednesday, August 3, 2016

Basic principles of ship design.


How the hell did you come up with that?




By: George Argyropoulos
a/k/a Dragon_Bane

There are always questions asked about how one comes up with a ship design. Many times one of us posts a video or screen capture or we have a bunch of people watching us auto something like a 91 Megahull and the invariable messages come in: ‘What’s that build mate?’, ‘Will you share that design?’, ‘How many ships and what’s on them’, etc, etc.

Now, there are times when we don’t share the builds right away, or, we know some info that we really don’t want out there immediately. What I’d like to see, is more people trying their hand at shipbuilding themselves- or at least come up with a solid design instead of just begging for a design.

A lot of what goes into a build is the understanding of the interaction of your selections of weapons and specials as well as the understanding of the mechanics of the game with regard to these interactions.

While there are several things we could discuss about design, I am going to use a recent Apollo build and go through some of the BASIC thought process behind them.




1. The Blade missile selection and placement.


Placement is key in this instance as the weapon speed is the same as the Switchblades, thus, in most instances, they will lead the barrage of missiles from this hull. The result of this is that the enemy wastes Phalanx shots at missiles with flak evasion first, hopefully missing and wasting their Phalanxes while maintaining a higher dps for you. You can see the Blades leading the Switchblades in the picture below.




Addendum:
Final build for the Apollo fleet:
Apollo fleet
You will note the third Apollo has one additional Phalanx 4.


2. Phalanx 4 selection.


You will also note in the picture above, the Phalanxes firing while the Switchblades stay in missile mode. The Phalanxes have a longer range than the Switchblades. This means that you can take advantage of a game mechanic itself - how the missile counter measure works. Since it has a longer range, and you can only fire at each missile one time, using the Phalanx countermeasure allows the Switchblades to stay in missile mode, taking advantage of the higher damage output. With careful driving, you can keep the switchblades firing in missile mode constantly.

Of Note: Using Switchblades comes with a cost. I believe there is a glitch in the game causing ALL Switchblades to go into CM mode when even just one does, so while they have a better DPS over standard Blades, it comes at the cost of necessitating superb driving in order to take advantage of the increased offensive potential.


3. Switchblades over Blades.


This is a choice that has both merits and disadvantages, and in some ways, grows controversial in heated all-important, world-shattering internet arguments.

The Good: The Switchblade has more one-shot damage and better DPS than the Blades. It also, in a bad situation, can switch over to anti-missile mode.

The Bad: The Switchblade can switch over to anti-missile mode, and when it does, they ALL do (currently), not just the ones that shoot at a missile. (Is this a glitch? As previously mentioned, I think so, but I can't get a clear answer on this from anyone.)

This build is not for lazy pirates. If you don't want to pay attention to your driving, go with Blades. This build necessitates concentration and good driving to maximize these selections. Personally, I love it. It can in fact auto the 91 Mega hulls very well for acceptable damage. See:




4. Appropriate specials.


This is where a build can fall apart on you. Each special is chosen as a balancing act. These three are rather easy because of either their percentage attributes and/or their space saving nature because of the duality of their purpose. In reviewing these choices, I hope the reasoning behind them is apparent. If not, please ask.


5. Meta applicability.


The ability to adapt a build to a change in meta OR design towards specific goals. There are times that you want an all-around build like an Arblest Punisher fleet, and then there are times when you have something built more towards a specific meta or target, such as these Apollos. The choice of Reactive Armor III reflects the nature of this build to be towards the Raid/Mega Hull meta and targets. Likewise, in the next meta, Ablative Armor III will be one of the items to choose to adapt to the newest Raid Meta.


Hopefully this helps some people understand the basics of what we think through when designing a ship or a fleet. Likewise, I hope this also helps people understand the layers that are looked at when starting this process. The mechanics of the game are constantly being overlooked, and sometimes one can find you some very peculiar, but very effective builds.

21 comments:

  1. Nice write up, however I believe from personal experience that the people that will understand it are likely to be able to build already.

    One of my biggest frustrations with the members of my alliance is wasting yard time. Mainly because I know that it is expensive or time consuming to put right.

    Thanks for taking the time and I will share on my alliance page as always!

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    1. I agree. While it is good that someone is trying to help others it is important to consider the readability of the advice for the audience. Those who need the help will struggle to understand this.

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    2. Ok, this is an important point then. What is it that you guys think spoke above the intended audience? What will some people struggle with in terms of understanding?
      I was trying to get the essence of the basic thought process out without getting into too many actual game mechanics and intended targets.

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  2. Great vid of tha autoing. A question - I have all tech except switchblads, will extra phalnx work (lower kill dps sinc blades will be fewer) but as long as repair is keept down :-) ?

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    1. I will edit this and put up the final build of three. I typically tell people that in this build, regular Blades are interchangeable with the Switchblades.

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    2. Please note, the third Apollo does in fact have 1 more Phal 4. I generally do NOT recommend mixing Phalanx levels since Phal 4 is so much more superior and you only get one shot at each missile targeted.

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  3. What about R15 Harriers against Legions? Bypass helps ? Cant find its Penetrating resistance stats

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    1. While they can be effective, they do not have as high a DPS as the Blades or Switchblades, which would translate into higher time in a target and thus higher damage taken. That does NOT mean it's useless if that's all you have, you just won't have as high a performance as this build in the current targets Apollos are used for.

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  4. Well, I, for one, don't even understand the term "Raid Meta". This game has simply gotten too complicated if you don't have a college degree. In your description of "Missile selection and Placement".. were you referring to the placement of missiles on the ship itself? Or the placement of the ship within the fleet?. (This kind of obtuse terminology or reference is what gets confusing). One needs to be specific when giving explanations.

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    1. Raid meta is just shorthand for saying collectively 'this raid style that they are using and any ancillary targets that are pulled from it and used after'.

      The placement reference is on the ship itself. This is a very old design theory from the very early days of gameplay that most players don't know - It DOES matter where something is on a ship for firing purposes. Honestly, given the two references, I thought it was clear. Sorry about that.

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  5. A few people have asked: No, there is no armor. For the damage that would be mitigated by the armor, you would lose the accelerated repair modifier of the hull rendering any gain moot since the armmor takes longer to repair per HP than the hull.

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  6. Thank you for taking time to explain George. I'm a builder myself, 4 years now. Studying all blue prints helps. I did learn one thing. Didn't know placement mattered. I built this same fleet and have minor special differences. Also added the Zoe Apollo for lead to obtain more missile defense. Anyhow I've been trying to convince my alliance to build and only few try. I'll definitely share this to them.

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    1. I'm glad it helped. There are a lot of small minor things that we tested back in the early days that remained tightly guarded secrets. Now that the 'feeling' if the game had gone from a true PvP in all aspects to a more Player v Kixeye, or, a truer PvE game, some of these things will start coming out.

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  7. Excellent write up George. I learned a lot. So for your apollos no armor is better than even the lowest evade armor due to the cost of repair. That makes sense. I sure wish i read this before the raid lol. Thanks George and keep up the good work I always look forward to your posts

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    1. Thanks! The thinkg that players have to now start paying attention to is the repair time of native armor to added armor. Some armors are still 1 AP for 1 second. Hulls are a much better ratio than 1:1 now.

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  8. I had no idea that placement in the front or back of the boat had anything to do with order.... wow... thing became more complicated than I thought. Some of those builds I get from others do not work as well for me... maybe this is why....

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  9. As I mentioned above... there are a few others as well. Placement theory was as debated as Guidance Scrambler working against all accuracy weapons was. Several of us tested a lot of weird things. I *still* grumble about The M letting slip the GS info to the masses. lol

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  10. Nice Post. Question on the Strike Warheads special. Do you only use it for the 45% Penetrating Damage? Or is there any other reasoning why you use that special?

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  11. Yes, it is used as it is the highest penetrative damage boost we have available to us.

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