Nemesis Battle Cruiser

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Author: jrandall

Last revision: 27 Dec, 2019 at 20:39 UTC

File size: 169.98 KB

On Steam Workshop

Description:

Nemesis Battle Cruiser(CV Tier 4, Class 8, Player unlock level 25)

Primary roles: Combat, Co-op, Mobile Base, HV/SV Carrier, Farm, Mining, Alpha 11 Update

Alpha 11 patch 12/27/19 – Switched ship to Alpha 11.x. Replaced storage/harvest with new controllers, (4x184K), added shield, new lift thrusters in the front area, replaced engineering area to fit new parts including 2 T2 Generators and shield. Removed all RCS. Reworked thruster power modes. 100% CPU Efficiency. Some minor other changes/fixes to lighting and texturing also done. Also hangar area lights now on sensors.

The Nemesis Battle Cruiser is a combat focused tough and powerful CV. It was built with a 2+ block hull standard, protected parts and seperation, multiple core location points and an alternative warp core location. Beyond that it also has 3 control points for ship operations including a secure bridge. It is also a full featured player base, HV/SV carrier, Farm, hangar side crafting, and set up for asteroid mining.

Combat Oriented Special features:

To make this ship a "Battle Cruiser", much focus was put into offense and defense capabilities.

1. Maxium amount of weapons allowed for CV in standard game rules with ammo guide.
2. 2+ Outer hull combat armor protection in most places
3. Critical part seperation and dispersal
4. Multiple hard point core locations
5. 2 Warp core locations
6. 3 cockpit areas, one being located in the heart of the ship for maxium survivalibility.
7. Generally built tougher all around even for the interior areas.
8. Fast and manueverable for it’s size (High Performance Mode)

Weakest points:

1. Visible bridge on the top of the ship. However there is nothing critical there.
2. Lounge located off the back of the ship. Again nothing really import in the area.
3. Mining front cockpit. It is still protected but does have thinner armor.
4. Bottom trusters are missing metal grates vs the rest of the ships thrusters. The reason being was I ran into size class limits to keep this a class 8 ship and adding the 32 grates needed jumps this to a class 9 ship.

Features summary:

1. Large hangar and 3 small landing pads.
2. 72 grow plot farm
3. Hangar side crafting areas with a total of 6 advanced constructors
4. Medical Bay
5. Engineering room
6. Crew quarters and lounge
7. Sensor based lighting, ramps, hangar doors
8. Repair bay and terminal
9. Multiple pathways to provide fairly quick walking around the ship
10. Maxium allowed weapons for a CV in standard game rules
11. Heavy defense with 2+ hull combat armor standard
12. Multiple core locations hard points
13. Front mining with 6 mining drills
14. Plently of power, speed, and manuverability for a CV this size.
15. Crafting area ammo guide (So you know what to load into the ammo boxes)

This is by far the toughest CV I have made to date designed to engage other capital ships etc. It is a bit of a gas guzzler but countered by being able to mine asteroids on the go.

Landing/spawn/repair pad:

AG-CV Repair Yard II by <~Archgod~>
https://steamcommunity.com/sharedfiles/filedetails/?id=1458172074&tscn=1532963483

Thanks <~Archgod~>!

I hope you enjoy and any feedback would be appreciated!

Update 7/23/18 – Fixed o2 issue in the hallways near the secure bridge. The very thin blocks in the hall there count as a full block and blocked the o2. I replaced with non air tight metal grates fixing the issue.

Update 7/24/18 – Added second gravity generator in an out of the way spot in the hangar. The ship lost gravity in very back of the lounge and inbetween the hangar doors. This has now been corrected.

For other creations, several show in the screen shots, please see my workshop or the "Military Survival Collection", link at top of post. Thanks!