Empyrion - Galactic Survival

Empyrion - Galactic Survival

32 ratings
The Starcadian V2
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Blueprint: Capital Vessel
Custom: Airtight
Tags: Blueprint
File Size
Posted
358.482 KB
2 Jun @ 1:04pm
1 Change Note ( view )

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The Starcadian V2

In 1 collection by ArtemisRouge
AR's Reforged Eden 2.0 Series
32 items
Description
Bigger and Better, My pride and joy, flagship of my fleet, has gotten a big overhaul. All changes are listed below. Major changes include Increased frontal and Rear armor, increased Decoy-count, significantly increased internal component space, increased storage, increased survivability via component segregation, and much better cockpit views.

Elevated cockpit 1 more Block above ship's wing to improve visibility and to give a full view of the length of the ships nose, makes bumping into enemy ships unintentionally much less likely.

Expanded component bays to house 1 Large, 1 Medium shield extender each, leaving 2 frontal bays mostly empty, reduces repair costs as Large extenders are less likely to get popped now that theyre 1 bay further back.

Swapped Long range Radar position into frontal component Bay. This is 2x beneficial in that, its now armored ( have had it shot off my back by symbiotes ), but it also provides you a 2nd targettable 'manual weapon' decoy in the ship's front, giving you more time before your manual weapons become a target


Moved Warp position to reduce the number of targettable devices in the Generator room, reducing the chance you are targetted there.

Added "Crew quarters", these can house small shield extenders, specialized crew, etc.

Added x2 Secure CPU storage rooms, inside the outter diameter of the ships targettable devices, and protected from device explosions, these can also house constructors.

Re-purposed Rear-storage room to Secure Fuel-Tanks.

The ships Rear, specifically the areas surrounding your drive thrusters, have been up-armored to a Hardened steel/xeno level, to absorb Penetrating explosive damage.

Expansion of of your side-drive thruster housing has added space for 3x1 Plasma thrusters to augment your side thrust without needing to spend quantums to upgrade to Antimatter Drives, these are accessed through the shutter doors in your hangars roof, there is room for more.

An Additional 208k Controller has been added, it is built into the floor of your Reverse-cockpit room and is reasonably well armored 360 degrees.

1 Drive thruster upgraded to Plasma Drive in each direction for increased speeds w/ standard Core9 loadout.

Added Reverse-cockpit for Laser mining. Drills not included.

Improved flight deck aesthetics, improved internal aesthetics.

Added 2x additional thruster decoys before your component bays, to keep fire on your nose in protracted battles and use more of the ships existing armor.

Your Generator room can now house your Long-Range Radar Array in most configurations.

An Armor layer has been added between your Advanced Generators, this can be removed when you upgrade to Small fusion. Segmenting armor walls can be added at your discretion to protect one device from another in your Generator space as it evolves.

The ship's core has been given a secure location outside of the Generator room and isolated from all explosive devices.

An Emergency-bridge has been installed in 1 CPU room, if you are blown out of your cockpit, this is where you want to respawn to re-take control of your ship.

Moved armoring outside of generator room to increase available space, added heavy glass exterior armor via the hangar to replace it.

Added Jump Doors to the cockpit for quick egress via avatar or drone ( ty Ralthan )

Re-enforced Nose decoys with an additional combat steel sheath that fully enwraps the decoy, including on its sides 2 layers thick, for more Resiliency vs. Legacy explosive anti xeno missiles. Keeps fire on your primary weapon decoy 20-30% longer. Giving you a lot more staying power to core Eradicators.

Added 6x Turret risers to the top wing to put the ship at Maximum standard turret count, these can be removed for placing artillery turrets. Ship now holds 31 Light turrets, 16 medium, and 8 heavy turrets in the manual weapon bays, with all turrets having forward-visibility.

Added Super-chonk 3x3 Combat steel core into the nose cone, your nose is now a 3x3 combat steel rod 7 layers thick.

Added Protective armor housings for peripheral turret-decoys, for increased survivability and lower repair costs. See in-ship instructions regarding decoy turret placements.

Removed superflous armor inside the wings to shed weight and increase maneuverability.

19 Comments
ArtemisRouge  [author] 11 Oct @ 9:59am 
Glad to hear it StaticZ, have fun!
staticZ 11 Oct @ 7:41am 
I noticed, it can smoke anything. It was just something I noticed but not diminishing your work, its an amazing ship man. Cheers and thanks!
ArtemisRouge  [author] 10 Oct @ 1:13pm 
Go win 1 fight, and upgrade. This ship will easily dust multiple infectors without even needing to repair.
ArtemisRouge  [author] 10 Oct @ 1:12pm 
It's not unreasonable to publish something that Red-lines as a Core7 or 9, since just 1 fight can yield another quantum CPU . It takes about 3 seconds to repair a generator with your multi-tool after a fight, so unless the Generator blows up in the course of 1 fight, there is no problem.
staticZ 8 Oct @ 6:43pm 
Artemis, your generator is going up to 170% depending on the manuevers, is that intended? I just fit another improved large to help a little but there's no room as a core 9, its now 95%, but not going red as much
ArtemisRouge  [author] 21 Aug @ 9:07pm 
Everything in the nose is a decoy, yes.
EnforcerAndy 21 Aug @ 6:23pm 
I had to remove 2 turrets and the advanced genny to fit a small fusion in when I got it to keep the genny from blowing, but it's a monster. I assume the improved in front is some kind of bait? I left it.
TiberiumLiquid 26 Jul @ 10:07pm 
Great design :)
Stonecoggs 22 Jul @ 4:30pm 
ok TYVM ill pop this ol' girl in when the time comes :D
ArtemisRouge  [author] 22 Jul @ 9:04am 
The Rigor rostrum was published before the scenario was officially released, and before the Legacy faction was added to the scenario, it is not an end-game ship by today's standards, it's a mid-game harrier for killing Zirax. It's an old design and it doesn't compare at all to the Starcadian V2.