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Designing & Operating Tendencies

Posted: Fri Mar 30, 2007 1:46 am
by Legacy
Everyone has their quirks. Some of the designers out there make replicas of aircraft for their CM ships, others shape their designs to their tactics, with tricks such as asymmetric shielding and different and often unique component riggings. As for myself, I've noticed that I prefer to build and fly ships throughout at least my first 10-20 missions that are exactly 100 credits. Next up, a lot of my designs also fall into 110 credits perfectly. Ironically, the 100 credit ships would probably outperform many of my 110's in a head to head dogfight. I have several ships in the 130, 135, and 150 categories, of which one of my favorites is a maneuverable, fairly durable fighter-bomber, the X-529 "Omni", so called because it can fill many different roles, much like the omnimechs from Battletech. A few designs seem to show up more than others, and sometimes I'll find three of four of the same custom ship in my selection, but with almost no exceptions, I almost always fly a ship of my own design that is a multiple of ten. I have several ships that aren't multiples of ten, and they are often quite capable, but they rarely leave the hangar.

Anyone else have a similar tendency, or unique quirk of their own?

Posted: Fri Mar 30, 2007 5:14 am
by Old Man Johnson
I just have one line of custom ships, gradually increasing in price. It's a pretty lame class design, though, with lots of armor and very little sensors or stealth -.-

You can see why I have a hard time getting through the later levels..

Posted: Sun Apr 01, 2007 8:41 pm
by TheKangaroo
I don't really understand what you mean, but maybe that's because I don't play Critical Mass that much recently. Anyway most of my custom made ships are rather affordable and somehow seem to have in common that they lack shielding, get crippled rather quickly. Usually they can limp home, though.

Posted: Mon Apr 02, 2007 12:23 am
by Legacy
In a ship with really sharp turning(my Agility, for example) the sides take most of the hits, in a bomber, the tail and to a lesser extent the front seem to take a lot of flak. Of course, tail shielding is expensive, so I usually make bombers with lots of auxiliary cockpits.

Posted: Thu Apr 05, 2007 8:02 am
by umeboshi110
what i do is try to "optimize" the ship's mobility by tinkering with its engines, armor, and other components. you know how the thrust and turning go down as you put more weight on it? so i make it so that the ship weighs one ton less than it takes to decreasing its stats, usually turning, by one.