1 hour ago, Darth Meanie said:Are you seriously going to call the streamlined Skipray ugly and then advocate for the DX-9, which looks like an underpixelated engine block in space???!!!
YES!
(Oh, did you want a follow up?)
1 hour ago, Darth Meanie said:Are you seriously going to call the streamlined Skipray ugly and then advocate for the DX-9, which looks like an underpixelated engine block in space???!!!
YES!
(Oh, did you want a follow up?)
On 14.09.2017 at 5:09 AM, Darth Meanie said:Odd how landspeeders don't ever need skids and speederbikes don't have a kickstand, but flying starships MUST have landing gear.
Come on, man, you have a TiE as your profile pic, you know Imperials don't need skids on anything other than Shuttles
And even then, Tie Fighters technically dont land on there "Wings" they actually are usually clamped on to a rack, where the pilot then climbs DOWN into the cockpit from above.
8 minutes ago, Zeoinx said:And even then, Tie Fighters technically dont land on there "Wings" they actually are usually clamped on to a rack, where the pilot then climbs DOWN into the cockpit from above.
In TFA we saw them landed on their wings.
In Rebels, too. While they can be clamped on to a rack, the wings are tough enough that they don't need to be.
Edited by IronlordThere's actually a few pages in the TFA art book pretty much devoted to this exact question, along with the question of how one gets out of a landed TIE (the answer decided on was you buy the biggest ladder you can and throw it out the back).
5 hours ago, Wondergecko said:There's actually a few pages in the TFA art book pretty much devoted to this exact question, along with the question of how one gets out of a landed TIE (the answer decided on was you buy the biggest ladder you can and throw it out the back).
Huh. I always just figured TIE pilots were Galactic Olympics-level gymnasts who could flip/launch their way up to the hatch.
7 minutes ago, JJ48 said:Huh. I always just figured TIE pilots were Galactic Olympics-level gymnasts who could flip/launch their way up to the hatch.
Naw. Jump jets in the boots. Less skill required and messier results if the pilot screws up.
3 minutes ago, SabineKey said:Naw. Jump jets in the boots. Less skill required and messier results if the pilot screws up.
You mean like the boots from that crummy Super Mario Bros movie, which they used once and then never used again, despite wearing them the rest of the movie in multiple situations that they could have easily escaped by using them?
12 hours ago, DampfGecko said:Come on, man, you have a TiE as your profile pic, you know Imperials don't need skids on anything other than Shuttles
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The Empire is on the skids alright. . .that's why we need BLASTBOAT!!
8 minutes ago, JJ48 said:You mean like the boots from that crummy Super Mario Bros movie, which they used once and then never used again, despite wearing them the rest of the movie in multiple situations that they could have easily escaped by using them?
Basic idea, yes. Though with this being the empire, it will be more stylish and in black to match a tie pilot's flight suit. Perhaps even just built into the soles of their boots, if we want a 007 vibe in here.
Oh please, we all know they use a grapple gun like Batman....because **** other methods, Batman knows best.
BUMP! Remember when I said there was a ladder on the left side and an access door on the skipray. This picture is proof of that, also
I know i made this card really powerful, but after reading the wiki, apparently the Skipray SHOULD be pretty powerful, I didnt make a dial yet for it, but it will be a slow dial so if someone wants to experiment with this card and different dials go for it, Id like to hear how it plays out.
1 minute ago, Zeoinx said:BUMP! Remember when I said there was a ladder on the left side and an access door on the skipray. This picture is proof of that, also
I know i made this card really powerful, but after reading the wiki, apparently the Skipray SHOULD be pretty powerful, I didnt make a dial yet for it, but it will be a slow dial so if someone wants to experiment with this card and different dials go for it, Id like to hear how it plays out.
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Nice! It is missing a turret nod, which is why I'm giving another plug for mobile arcs.
2 minutes ago, SabineKey said:Nice! It is missing a turret nod, which is why I'm giving another plug for mobile arcs.
I added the mobile arc mainly because of how slow this ship is, its not like the Falcon Zipping through space with a super fast top mounted rotating turret, I figure its a slow tank, turning its turret to fit its field of fire needed at the time... blasting everything that dares stand in its way.
Also, because if i added turret, id have to remove cannon, and it DID have cannons too so yeaaaa, already used a lot of slots, technically could have a crew slot too but....again.... mobile arc to represent turret, full explosive loadout to represent its firepower, ability to increase sensors and stuff, and of course its scum so it gets the special mod.
Edited by Zeoinx1 minute ago, Zeoinx said:I added the mobile arc mainly because of how slow this ship is, its not like the Falcon Zipping through space with a super fast top mounted rotating turret, I figure its a slow tank, turning its turret to fit its field of fire needed at the time... blasting everything that dares stand in its way.
Oh, okay. You intended it to have a mobile arc. I missed that.
Your logic is pretty much what I was thinking plus a preference for that way of doing turrets over the slot and PWTs.
2 minutes ago, SabineKey said:Oh, okay. You intended it to have a mobile arc. I missed that.
Your logic is pretty much what I was thinking plus a preference for that way of doing turrets over the slot and PWTs.
The only real thing I feel I might need to buff, is its shield or hull points.... mainly because this thing IS a tank.... Even in EaW it took some shots to put down.
1 minute ago, Zeoinx said:The only real thing I feel I might need to buff, is its shield or hull points.... mainly because this thing IS a tank.... Even in EaW it took some shots to put down.
Probably. Aiming for 10 might be better. Maybe bump it up to a three dice primary?
would do 3 but again, Im trying to avoid the free "power creep" by giving it a base 3 damage.... if you want it to have more damage options, put more points into the ship and give it cannons, bombs and stuff....
Thats why i want you guys to play test it, let me know how fast it gets taken down and how it performs.
Edited by ZeoinxI like not adding power creep.
Maybe give it a mod that says you can perform canon attacks out of your mobile arc?
And the points for survivability is not good. This thing is about as easy to kill as a Punisher and twice the cost. I think it needs at least 12 hit points, and it probably needs to cost at most 25 for the base pilot.
I like bombs, and they're needed to balance out the game. It does make me sad though, because lore-wise, I don't think blastboats had bombs.
2 minutes ago, Kieransi said:I like not adding power creep.
Maybe give it a mod that says you can perform canon attacks out of your mobile arc?
And the points for survivability is not good. This thing is about as easy to kill as a Punisher and twice the cost. I think it needs at least 12 hit points, and it probably needs to cost at most 25 for the base pilot.
I like bombs, and they're needed to balance out the game. It does make me sad though, because lore-wise, I don't think blastboats had bombs.
Really? No Bombs? I figured it was interchangeable between torpedoes and stuff.....
4 minutes ago, Zeoinx said:Really? No Bombs? I figured it was interchangeable between torpedoes and stuff.....
This page lists the different variants (which would be represented by different builds):
http://starwars.wikia.com/wiki/GAT-12_Skipray_Blastboat
Sadly, none of the variants have bombs.
Also note that the GAT-12g warrants a BTL/A4-like title (because that variant is not turreted).
13 minutes ago, Kieransi said:This page lists the different variants (which would be represented by different builds):
http://starwars.wikia.com/wiki/GAT-12_Skipray_Blastboat
Sadly, none of the variants have bombs.
Also note that the GAT-12g warrants a BTL/A4-like title (because that variant is not turreted).
Ill prob redesign it it in a bit, I need to get some vid games in before work though, might design them at work on my lunch break or 15 minute break
1 hour ago, Kieransi said:Maybe give it a mod that says you can perform canon attacks out of your mobile arc?
Mod or pilot ability.
1 hour ago, Zeoinx said:would do 3 but again, Im trying to avoid the free "power creep" by giving it a base 3 damage.... if you want it to have more damage options, put more points into the ship and give it cannons, bombs and stuff....
Thats why i want you guys to play test it, let me know how fast it gets taken down and how it performs.
I agree with Kieransi that it is a bit pricy for stats. I'd suggest a bumping up the hit points alread and maybe look to the Lancer for price comparisons. The Blastboat does have more slots, but less natural Attack and defense plus a likely worse dial.
Edit: Or maybe look to YV-666 for point values. That might be a better comparison.
Edited by SabineKeyOn 9/15/2017 at 5:31 PM, Zeoinx said:To be honest, I think the Gunboat is just a armed variation of the Imperial Shuttle or T-16 Skyhopper, to me, its not engaging or 100% Unique in its appearance. That said, At least it isnt yet ONE more Tie Fighter, but Blastboat, despite how ever you may feel about its looks, is completely UNIQUE in its looks.
Heretic~! I would motion our Prophet of the Five Pointed Star - @FTS Gecko to 'counsel' you for your gross slander!
Regarding the Blastboat, I think it's fine. I wouldn't mind seeing it showing up on X-Wing. It was listed as part of an ISD's standard complement of spacecraft back in Legends.