Author Topic: Black Moon PMC Shipyards (New Ships Released! 4/5/14)  (Read 25198 times)

RoflTankFTW

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Black Moon PMC Shipyards (New Ships Released! 4/5/14)
« on: March 26, 2013, 12:26:30 pm »
Welcome to the Black Moon PMC Shipyard Catalogue!

Here at Black Moon, we provide quick and effective military power to those who need it. Be it destabilizing a system wide regime, or destroying a hostile fleet, or even just being simple rent-a-cops for a budding government, Black Moon can service all your military needs. Provided of course you have deep enough pockets, because hiring the best does not come cheap.

I'm going to be taking my time with new designs, and updates may be slow, but keep posted. Be sure to leave plenty of feedback and suggestions, guest or not, its nice to know what people think of my spacecraft.


New Ships!:
Project GLADIUS
Imollus Destroyer
Alkubris Heavy Fighter

Located on: Page 6, post #86





And here we have our catalogue of available forces. It may be small now, but Black Moon's arsenal is always growing.

Please be advised: All prices and availabilities are subject to change without warning!

Ships

Capital Ships/Carriers

Heavy

Vanguard Class Battlecruiser-
Price: 2.5 Billion Credits per unit (500k Credit fine for each Crew member death)
Resupply & Repair: 50 Million Credits to fully resupply, 1.25 Billion Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Side View


Side Profile


Frontal View


Rear/Top View

Specifically designed to smash through enemy formations, the Vanguard takes inspiration from ancient "Pre-Dreadnought" warships that roamed the Terran oceans at one point. Built to fire point blank broadsides as it passes through formations, it's blanketed in turrets of all kinds, mating nigh impenetrable armor with heavy fire coverage. It is also equipped with a large amount of torpedo tubes, which can also be fired at near point blank ranges during broadside attacks.

Armament:
23x DpBF-49 MK-II/R Dual Purpose AAA/Barrage Pulse Laser turrets (Dual mount, casmated into superstructure)

18x BL-27M Medium Beam Laser turrets (Port/Starboard facing turrets on the deck)

14x NEC-34 Type 5 Heavy Gamma Beam turrets (Large Forward/Rear facing turrets)

2x PFzN-7 Model-52 HV-MAC Frontal Cannons (5 rounds per gun, Uubiquitum HE)

2x ApN-78 Type-9 Super Heavy Plasma Accelerator turrets (Forward Turrets)

10x DBF-51 MK-XI/H Dual Purpose AAA/Barrage Pulse Laser turrets (Quad mount)

16x ApN-64 Type-5/K Single Mount Plasma Accelerator turrets (Superstructure mounted casemates)

26x NEC-47 Model-6 Plasma Lance AAA Turrets (Superstructure mounted, "Beehive" style)

36x Broadside Torpedo Tubes (3 reloads per tube)

4x Rear Torpedo Tubes (2 reloads per tube)


Hydratus Ultra Heavy Flak Drone-
Price: 1.35 Billion Credits per unit (AI behavior modules available for 1 Million Credits per refit)
Repair & Resupply: 945K Credits to fully resupply, 750 Million to fully repair (unless supplied & repaired by renter)
(marked for improvements, will be less boxy)

Spoiler

Side View


Side Profile


Frontal View


Top Down View

Sometimes mistaken for a Battleship, the Hydratus is a titanic system monitor drone. It's 4000mm Rotary Assault Cannons are capable of 300 RPM per gun, making the Hydratus an opponent best given a very wide berth. A signature is its slow speed and the docile nature of the normal AI, lending to it being a "gentle giant" of sorts, but capable of immeasurable carnage if threatened. The Hydratus is often left alone by its operators, as the AI is smart enough to handle almost any crisis that may arise. Travelers like to form convoys around Hydratus drones, because they know that where this giant roams, trouble stays out of the way.

Armament:
2x PFzN-5 MK-III Type-8/J 4000mm Rotary Assault Cannons (400 round external magazine per gun, 200 round interior magazine per gun)


Medium

Oblivion Class Strike Cruiser (Black Moon Special)-
Price: 1.5 Billion Credits (500k Credit fine for each Crew member death)
Resupply & Repair: 25 Million Credits to fully resupply, 750 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Side View


Side Profile


Rear View


Frontal View

Swift, durable, and rather oddly armed, the Oblivion class is a venerable design that can live up to it's name quite effectively. This version is rather unique as it's standard beam weapons have been replaced by Black Moon Custom 250x450mm Machine Cannons loading HV-APCRBC rounds, each dual mounted turret fed by an efficient Mass-Replicator system. These Machine Cannons differ from Auto-Cannons in the fact that they can fire at up to 1500RPM, far exceeding the ROF of their larger caliber, but slower cousins. Although these Machine Cannons can't effectively damage Battle Cruisers or Battleships, they can buckle and spall armor sections for larger weapons or it's own Charged Neutrino Projector Cannon to exploit. Despite it's difficulty with effectively engaging larger ships, the Oblivion is capable of causing crippling damage to other Cruisers, and it's Machine Cannons are absolutely fatal to Destroyers or smaller.

Armament:
6x Dual Mounted BMC (Black Moon Custom) 250x450mm Machine Cannon turrets (unlimited ammo per gun, Mass-Replicator fed)

48x Dual PFzN-34/R2 MK-VI Rotary 30mm turrets (15k rounds per turret)

1x NEC-00/6 Charged Neutrino Projector Cannon (CNPC) (fixed, forward facing)

(HV-APCRBC stands for High Velocity - Armor Piercing Composite Rigid Ballistic Capped)


Light

Laser Monitor Drone- ARCHIVED

Support

Sethetus Gauss Cannon-
Price: 1 Billion Credits per unit (Standard AP shells provided for free, 500k Credits to swap load to- HEIK, APFSHEDS, APCC, HEAS, HFNI)
Repair & Resupply: Standard AP- free, 500k Credits per load for non standard rounds, 500 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Side View


Rear View


Charging Mechanism


Gun Breech

Basically planetary siege artillery, the Sethetus' design is entirely dedicated to its single massive cannon. Capable of firing from one planet to another, the Sethetus is commonly used to shell a planet before a fleet moves in to land troops. Also able to fire directly at slower capital ships, the Sethetus is able to knock out a fleets command ability and heavy hitters before they even have a chance to engage its attached fleet.

Armament:
1x PFzN-54 Model-23 6,000mm Planetary Siege Cannon

Shell Designations:
APFSHEDS- Armor Piercing Fin Stabilized High Explosive Discarding Sabot

HEIK- High Explosive Incendiary Klystron

APCC- Armor Piercing Crust Cracker

HEAS- High Explosive Anti Ship

HFNI- Heavy Fallout Nuclear Incendiary


Tellurn Class Science Vessel
Price: 300 Million Credits (300K fine for each Crew member death)
Resupply & Repair: 2.5 Million Credits to fully resupply, 250 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Side View


Side Profile


Rear View


Frontal View

A capable exploration and research vessel, the Tellurn is most useful when sent to search for mineral reserves in asteroid belts or inside planets and moons. Equipped with a Deep Core Antithoron Boring Beam, which doubles as a probe launch tube, and a suite of advanced Geological sensors, the Tellurn is an excellent addition to a prospector fleet. The Tellurn is also capable of running most tests and experiments that a standard lab could, making it easier to examine and research unknown materials on the fly. But due to it's scientific focus, the Tellurn has no offensive weaponry, and minimal point defence systems. However, it's shields are much stronger than ships twice it's size, normal for vessels frequenting areas as hazardous as asteroid fields. Although, the DCA Boring Beam is equally capable of boring through hulls as well as rock, leaving the Tellurn with at least some way to ward off attacking ships.


Fighters

Light

ME-226 Parasite Fighter-
Price: 250,000 Credits per unit (Additional 750k Credits for experienced pilots per unit, if available)
Resupply & Repair: No resupply required, 125k Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Parasite Fighter

Built specifically to attach to bombers, this fighter is light and fast, perfect for zipping through defensive fire or downing enemy fighters. Unfortunately, its size lends to it being fragile and slightly twitchy on the controls, but very rewarding and powerful in the hands of a good pilot.

Armament:
1x NEC-12 Pulse Laser


Me-439 Natuss-
Price: 1 Million Credits per unit (Additional 250k Credits for experienced pilots per unit, if available)
Resupply & Repair: 150k Credits to fully resupply, 550k Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Frontal View

The Me-439 Natuss acts as a bridge between Light and Standard fighters, much like the Mantis is a bridge between Heavy and Standard fighters. The Natuss is deceptively robust for it's size, and packs a powerful PFzN-23 Model-2 50mm Gauss Cannon, allowing it to destroy Light or Standard fighters in a single round most times. Able to quickly accelerate, the Natuss has a very high forward speed thanks to it's HMK-35M Mass Compression engines, but suffers from poor turning ability as a result. Although it's 50mm Gauss Cannon is powerful, because of how small the Natuss is the 50mm does not have much room for ammunition, and the Natuss' small generator core can't support the full ROF of the 50mm.

Armament:
PFzN-23 Model-2 50mm Gauss Cannon (50 rounds)


Me-439/E Super Natuss
Price: 2.5 Million Credits per unit (Additional 350k Credits for experienced pilots per unit, if available)
Resupply & Repair: 250k Credits to fully resupply, 1 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Frontal View


Rear View

Built as an upgrade to the normal Me-439 Natuss, the Super Natuss sacrifices durability for additional speed and agility. It also mounts more space efficient weaponry, and doesn't suffer as badly from a lack of space like the Natuss does, giving it a higher combat effectiveness. Unfortunately, as mentioned earlier, it's speed and agility came from a sacrifice in hull reinforcement and less armor plating, forcing pilots to be very careful about engaging more than a single target at once. However, it's twin HMK-35U and twin HMK-35M Mass Compression engines provide it with enough power to escape from most engagements, allowing the Super Natuss to easily disengage from a bad situation.

Armament:
2x PFzN-34/R1 30mm Gauss Cannons (450 rounds per gun)


Heavy

ME-709 "Blitz Flugel"-
Price: 25 Million Credits per unit (Additional 500k Credits for experienced pilot per unit, if available)
Resupply & Repair: 350k Credits to fully resupply, 12.5 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

ME-709 "Blitz Flugel"

The ironed out and standardized production version of the ME-609 "Krieg Flugel", the 709 is much superior in every aspect, save firepower. More maneuverable, faster, and easier to fly than the 609, the 709 is still a Heavy Fighter, and as such is deployed with an escort of 6 fighters on average, to provide anti-fighter coverage.

Armament:
8x PFzN-80M 40mm Gauss Cannon (500 rounds per gun)


Standard

ME-509 A-2-
Price: 10 Million Credits per unit (Additional 500k Credits for experienced pilot per unit, if available)
Resupply & Repair: 150k Credits to fully resupply, 4.5 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

ME-509 A-2

A step up from the standard 509, the A-2 improves upon the 509's speed and maneuverability. It sacrifices some firepower for much more powerful HMK-33N Mass Compression engines, and its clipped wings provide excellent flight characteristics. Still as reliable and durable as the original 509, the A-2 is more expensive as a result, meaning it is normally given to more experienced 509 pilots who wont lose it so easily.

Armament:
4x PFzN-8 Type-3 20mm Gauss Cannons (1000 rounds per gun)


ME-509 A-3-
Price- 17.5 Million Credits per unit (Additional 250k Credits for experienced pilot per unit, if available)
Resupply & Repair: 275k Credits to fully resupply, 9.5 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Side View

The 509 A-3 is a branch off variant of the A-2, offering much higher speed than the A-2, with comparable firepower. Designed with lighter plate, a tailored high speed airframe, and the same upgraded HMK-33N Mass Compression engines, the A-3 is a well built interceptor. It's also easy to pilot because of its advanced Fly-By-Wire systems, meaning that a larger amount of pilots can fly it as compared to the A-2, but it invariably raises its price.

Armament:
4x PFzN-12 Type-4 20mm Gauss Cannon (750 rounds per gun)


Me-619 Mantis-
Price: 20 Million Credits per unit (Additional 350k Credits for experienced pilot per unit, if available)
Resupply & Repair: 350k Credits to fully resupply, 10 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Frontal View


Rear View

Built to fill the gap between Heavy fighters and Standard fighters, the Mantis is built as an amalgamation of both. Using a smaller, lighter, version of a Heavy fighter frame, the Mantis can absorb a large amount of battle damage, and mount much heavier weaponry than a normal Standard fighter. However, it's size negates some of the durability provided by the Heavy frame, as the redundancies are less effective, and the frame mounts less armor as well. The Mantis also suffers from a lower top speed than most Standard fighters due to it's higher weight, despite it's superior HMK-45P Mass Compression engines.

Armament:
4x PFzN-80M 40mm Gauss Cannons (350 rounds per gun)


Me-513 Arcott
Price: 20 Million Credits per unit (Additional 600k Credits for experienced pilot per unit, if available)
Resupply & Repair: 350k Credits to fully resupply, 10 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Frontal View


Rear View

The Me-513 Arcott is a purpose built space fighter, unbound by the restriction of having to be capable of Atmospheric flight like other Black Moon fighters. Due to this, the Arcott has a much different thruster layout, allowing it greater agility than most other Standard Fighters. It's forward speed is also high due to it's structure being much lighter than an Atmo-capable fighter, allowing its four smaller HMK-35M Mass Compression engines to work more efficiently. The downside to the Arcott is that it's agility makes it very touchy, and requires a very light and controlled hand to pilot it well. The Arcott also suffers from a low ammunition count for it's cannons, meaning pilots not only have to be skilled, but very accurate as well to succeed in this fighter.

Armament:
2x PFzN-23 Model-3 30mm Gauss Cannons (200 rounds per gun)


Bombers

Medium

Heavy

Super Heavy

Adder Super Heavy Bomber-
Price: 250 Million Credits per unit (Standard Uubiquitum HE bombs supplied for free, 150k Credits per non-standard bomb load supplied)
Resupply & Repair: 250k Credits to fully resupply, 125 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Side View


Rear View


Frontal View

Heavier than almost any other bomber built to date, the Adder can carry 300,000kg of bombs inside its armored hull. Capable of carrying and resupplying 16 ME-226 fighters, the Adder is equipped with 12 Dual Mount Rotary 30mm turrets, as well as a single massive Dual mount Beam turret in the rear. The Adder is capable of strafing targets as well, with its 12 forward facing 50mm Gauss Cannons. Prohibitively expensive, the Adder is only deployed to literally level small continents or crack the hardest of orbital facilities.

Armament:
12x Dual PFzN-34/R2 MK-VI Rotary 30mm turrets (10k rounds per turret)

1x Dual Mount BL-87/K6 Beam Laser turret

12x PFzN-23 Model-2 50mm Gauss Cannons (Forward Firing, 700 rounds per gun)

300,000kg of variable bombs

16x ME-226 fighters


Ground Forces

Titans

Androktas A-1 Land Titan-
Price: 350 Million Credits per unit (Veteran crew (minumum 125 deployments) 15 Million Credits extra per unit, if available)
Resupply & Repair: 250k Credits to fully resupply, 125 Million Credits to fully repair (unless supplied & repaired by renter)
(I will be adding an interior later, when i don't feel lazy)

Spoiler

Androktas Frontal (note chest lasers)


Androktas Side


Androktas Rear

Built as a replacement to heavy armor battalions, the Androktas is more than capable of storming a fortress or destroying an entire armored column by itself. Equipped with 2x 1000mm AAC-29 cannons on its arms, and 2x PL-H Type 3 Lasers in its chest, this Titan is quite well armed, and in the event it needs to engage an enemy titan or destroy a building in melee it can use its fully functioning hands to crush or rip off pieces of a target. There is even the option of mounting a Triple-A turret on the top of the generator pack, giving it the ability to hold of light air assaults. All Androktas are controlled via a neural uplink with the pilot, allowing for greater melee ability than most 'Mechs. As one pilot colorfully put it: "The Androktas is like a horse, and you're the rider. You just kinda... guide it in the right direction, tell it where to go and what to kill. It figures out everything else on its own."

Armament:
2x AAC-29 cannons (500 RPG)

2x PL-H Type 3 Pulse Lasers

Optional- 1x Dual Mount PFzN-23/Flak 50mm Gauss AAA turret (600 RPG)


Androktas A-2-
Price: 420 Million Credits per unit (Veteran crew (minumum 125 deployments) 20 Million Credits extra per unit, if available)
Resupply & Repair: 340k Credits to fully resupply, 210 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

A-2 Frontal view


A-2 Rear view

An improvement upon the initial Androktas, the A-2 is equipped with highly upgraded and improved generator pack. This wealth of extra energy gives the A-2 more power for its artificial muscle systems, allowing it surprising agility for a 'Mech its size. The PL-H Type 3 lasers mounted in the chest of the A-1 were removed, and replaced by four RPL-77/K lasers in dual mounts on its wrists for improved anti-infantry power. The AAC-29 cannons were also replaced, by two chest mounted 2000mm SAAC-35 cannons capable of firing a larger range of ammo types. The A-2 also comes standard with a Dual 50mm AAA turret on the rear of the cockpit.

Armament:

2x SAAC-35 cannons (250 RPG)

4x RPL-77K Pulse Lasers, 2 on each wrist

1x Dual PFzN-23/Flak 50mm AAA turret (600 RPG)


Androktas A-3 "Tank" CQB
Price: 330 Million Credits per unit (Veteran crew (minumum 125 deployments) 30 Million Credits extra per unit, if available)
Resupply & Repair: 250k Credits to fully resupply, 125 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

A-3 Side View


A-3 Sword Arm View


A-3 Shield Arm View

Like a hot knife through butter, the Androktas A-3 "Tank" can carve through enemy 'Mechs in seconds, cutting off limbs or cleaving entire 'Mechs in two. The A-3 is built off the A-2 as a base, giving it a generous amount of power to pour into making it incredibly agile and fast. Sacrificing its right hand to equip its massive repurposed Industrial Plasma Cutter, redesignated HM-5 Type 7, it can easily make short work of anything in front of it. Also replaced are the SAAC-35 cannons, with the UCS-73/G Shotgun taking its place. Able to fire a canister round full of APHE flechettes, the UCS-73/G can penetrate and maul almost any target it faces on the ground. The A-3 is also equipped with a shield and the original two RPL-77K lasers still mounted on its left arm to provide anti-infantry capability and melee protection. Whatever the A-3 cant parry, it's shield can absorb or deflect the blow. All in all, the A-3 is incredibly dangerous up close, but seriously vulnerable at range.

Armament:
1x HM-5 Type 7 Industrial Plasma Cutter

2x UCS-73/G Shotguns

2x RPL-77K Pulse Lasers

1x Dual PFzN-23/Flak 50mm AAA turret (600RPG)


'Mechs

Jackal Light 'Mech-
Price: 50 Million Credits per unit (Veteran Pilots (Minimum 150 deployments) 15 Million Credits extra per unit, is available)
Resupply & Repair: No resupply required, 25 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Frontal View


Rear View

First built as a Medium 'Mech, the Jackal was quickly re-designated to a Light due to it's high speed and relatively weak armament. Since then it has found itself a niche in the Recon role, able to get in and out quickly and quietly, yet still able to handle itself in a fight. It's weaponry is also energy based, allowing it a much longer combat endurance then an ammo based weapon load. A downside to the Jackal's otherwise excellent design is it's massively exposed cockpit, meaning pilots who don't use their speed may quickly find themselves very dead.

Armament:
4x NEC-15 Pulse Lasers


Kroel Medium 'Mech-
Price: 75 Million Credits per unit (Veteran Pilots (Minimum 150 deployments) 15 Million Credits extra per unit, is available)
Resupply & Repair: 20k Credits to fully resupply, 30 Million Credits to fully repair (unless supplied & repaired by renter)

Spoiler

Frontal View


Rear View

Built to address the issues with the Jackal, the Kroel is a true Medium 'Mech. The cockpit is reinforced and placed within the body of the 'Mech, it's arm weapons were refitted with two NEC-47 Model-6 Plasma Lances, and it's drive system was simplified to cut down maintenance and increase reliability. The only problem with the Kroel is that the Plasma Lances, while powerful, are mounted in rather exposed casings. This allows an enemy 'Mech to blow the reaction chambers with a very well placed shot, wrecking the weapon.

Armament:
2x NEC-47 Model-6 Plasma Lances

1x Dual PFzN-8 Type-3 20mm Gauss Cannons (Chin mounted, 500 rounds per gun)


Heavy Armor

Deimos Heavy Mobile Artillery- ARCHIVED

Medium Armor
« Last Edit: December 17, 2014, 11:20:36 pm by RoflTankFTW »
Operator of Black Moon PMC Shipyards
http://forums.blockaderunnergame.com/index.php?topic=1833.0

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Ace

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Re: Black Moon PMC Shipyards
« Reply #1 on: March 26, 2013, 07:54:20 pm »
Very impressive ships.
I especially liked the Vanguard dreadnought.
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[20:38] <@[ZanMgt]Gabriel> Space cats may come eventually.

Thadius Faran

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Re: Black Moon PMC Shipyards
« Reply #2 on: March 28, 2013, 12:18:11 pm »
Hmmm. Your ships seem to follow a scheme that a lot of people are doing. Your ones are just a bit more exotic. My favorite one is probably the Vangard as well.
If your going to use military force you ought to use overwhelming military force. All war is immoral and if you let that bother you your not a good soldier.

RoflTankFTW

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Re: Black Moon PMC Shipyards
« Reply #3 on: March 28, 2013, 12:43:55 pm »
Hmmm. Your ships seem to follow a scheme that a lot of people are doing. Your ones are just a bit more exotic. My favorite one is probably the Vangard as well.

Exactly what theme? I would like to differ from it. :P

Although, I should say that most of my designs draw inspiration from actual ship/fighter/weapon designs. Some are from the WWI/WWII era, some Cold War, some Modern. But thanks, I really like like the Vanguard as well... She's based on the old Pre-Dread design philosophy from the WWI era.
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Thadius Faran

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Re: Black Moon PMC Shipyards
« Reply #4 on: March 28, 2013, 01:38:01 pm »
The steel grey with small colors theme. I've seen quite a few other factions that use all grey with small highlights of other colors. My company uses Teal and dark red and my S.D.I use White and Orange making us different compared to others. Xavier Industries uses White and Blue and there are a ton of other groups who use other ones like black and red. However most use Grey. 
If your going to use military force you ought to use overwhelming military force. All war is immoral and if you let that bother you your not a good soldier.

RoflTankFTW

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Re: Black Moon PMC Shipyards
« Reply #5 on: March 28, 2013, 01:42:55 pm »
The steel grey with small colors theme. I've seen quite a few other factions that use all grey with small highlights of other colors. My company uses Teal and dark red and my S.D.I use White and Orange making us different compared to others. Xavier Industries uses White and Blue and there are a ton of other groups who use other ones like black and red. However most use Grey.

Well, I could use the "dazzle" paint from my Solenius MKII carrier... I derived it from the old camouflage they used on ships to confuse submarines and make them harder to target right. Thanks for the tip though, I'll see if I can convert most of these ships over to that color scheme, give Black Moon a unique identifying paint job.
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Czorio

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Re: Black Moon PMC Shipyards
« Reply #6 on: March 28, 2013, 02:47:16 pm »
The steel grey with small colors theme. I've seen quite a few other factions that use all grey with small highlights of other colors. My company uses Teal and dark red and my S.D.I use White and Orange making us different compared to others. Xavier Industries uses White and Blue and there are a ton of other groups who use other ones like black and red. However most use Grey.

What are you supposed to do? Make a flying rainbow?



You could improve the Vanguard by replacing the big guns in the front with something else. The guns break the style of the entire ship.
"If you're in an equal fight, your tactics suck."

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RoflTankFTW

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Re: Black Moon PMC Shipyards
« Reply #7 on: March 28, 2013, 03:12:18 pm »
You could improve the Vanguard by replacing the big guns in the front with something else. The guns break the style of the entire ship.

How do you figure that?
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Czorio

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Re: Black Moon PMC Shipyards
« Reply #8 on: March 28, 2013, 03:22:49 pm »
From the side they don't look as bad, but from the front they're just there. Not really adding to the complete picture.
"If you're in an equal fight, your tactics suck."

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RoflTankFTW

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Re: Black Moon PMC Shipyards
« Reply #9 on: March 28, 2013, 03:43:45 pm »
From the side they don't look as bad, but from the front they're just there. Not really adding to the complete picture.

Hmmm, i get where you're coming from. I could... lower their position and add the fiddly little recoil bits like on the older guns.

Spoiler

Guns of the British 39th Siege Battery (Somme 1916)


Captured French Howitzer

Note the tube bits on top of both guns... seems like it could take up space and add dimension if i do it right.
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Hufer

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Re: Black Moon PMC Shipyards
« Reply #10 on: March 28, 2013, 04:32:15 pm »
From the side they don't look as bad, but from the front they're just there. Not really adding to the complete picture.

Hmmm, i get where you're coming from. I could... lower their position and add the fiddly little recoil bits like on the older guns.

Spoiler

Guns of the British 39th Siege Battery (Somme 1916)


Captured French Howitzer

Note the tube bits on top of both guns... seems like it could take up space and add dimension if i do it right.

It completely depends on whether you are shooting for more of an aesthetic appeal or a practical one. I think it looks nearly perfect as is.

Alaric

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Re: Black Moon PMC Shipyards
« Reply #11 on: March 28, 2013, 04:37:11 pm »
The steel grey with small colors theme. I've seen quite a few other factions that use all grey with small highlights of other colors. My company uses Teal and dark red and my S.D.I use White and Orange making us different compared to others. Xavier Industries uses White and Blue and there are a ton of other groups who use other ones like black and red. However most use Grey.

To be fair, most use those variations of grey because they're the default plating colors. In space there is little point in painting one's ship.

However, for the sake of presentation here on the forums I must admit some colorization is necessary to at least offset the game's lighting. I tend to like the color highlights over fully painted ships, personally.
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Erebus

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Re: Black Moon PMC Shipyards
« Reply #12 on: March 28, 2013, 06:42:58 pm »
To be fair, the colors we have suck. For some reason the devs decided that we could have neon green and fucking PINK, but no dark blue or dark red.

I nagged in IRC for hours about it and finally someone listened and now we got several "darker" colors, but still.

RoflTankFTW

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Re: Black Moon PMC Shipyards
« Reply #13 on: March 29, 2013, 01:34:06 am »
To be fair, the colors we have suck. For some reason the devs decided that we could have neon green and fucking PINK, but no dark blue or dark red.

I nagged in IRC for hours about it and finally someone listened and now we got several "darker" colors, but still.

It would be nice if you selected your plating type, then selected a color for it. And the ability to set the look, like shiny or matte, pattern, ect.

So I could select: Heavy Plate - Red - Matte - Normal Pattern

That way you could have much more diverse paint schemes, promoting a lot more crazy camo's in here. Personally I want to do a Black/Grey/Red Urban camo for my ships, but the loss of weight would kind of suck. I LIKE MAH SHIPS CHUNKY.

Alright, so more on topic: I didn't feel like making a new reply, but i'm working on my Uber-Secret project right now, and its getting near 50 on the Enormity scale (and the structure isn't even at 50% completion)... And it's starting to cause violent lag. Anyone know how I can further optimize the game so I can finish this beast? I already turned down the resolution, turned graphics to bare minimum... got nothing else i can do as far as I know.
« Last Edit: March 29, 2013, 07:16:28 am by RoflTankFTW »
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Niwantaw

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Re: Black Moon PMC Shipyards
« Reply #14 on: March 29, 2013, 08:42:40 am »
Alright, so more on topic: I didn't feel like making a new reply, but i'm working on my Uber-Secret project right now, and its getting near 50 on the Enormity scale (and the structure isn't even at 50% completion)... And it's starting to cause violent lag. Anyone know how I can further optimize the game so I can finish this beast? I already turned down the resolution, turned graphics to bare minimum... got nothing else i can do as far as I know.

Shoving BR onto it's own core used to get a handful of frames but other than that just try to look at as little of the ship as possible.

However you're likely to hit the will not load barrier before much longer. Syayauk hit it when it jumped to enorm. 68. (But that is a relatively square area due to the back wings) So unless it's quite narrow like the SH be ready for a wait.
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