Do you have any tips on where to cut costs, Irony?
Passive radar: 105 (-525)
Active radar: 110 (-550)
HE MissilesX20 (5-piece stack=45): 180 (-2920)
Remote control: 61 (-1220)
-HE Missiles : Total Price (-146)
Size: 45
batteries: 2 (-20)
Heatsink: 1 (-10)
Conventional warhead: 25 [2-10 shield damage, 3- 10 armor damage] (-9)
Vasimir:10 (-100)
Booster:7 (-7)
Jumpdrive: 97 (-4850)
Shield generator: 200 (-3000)
Deck 2: 360/360 (-1000)
Laser: 160 (-800)
-Stats
Accuracy: 20x5%
Piercing chance: 20x2%
Damage vs shields: 0-12
Damage vs armor: 0-12
Nuclear generator: 250 (-2500)
Deck2: 357/360 (-1000)
Flakturret: 5sizex2=10 (-1000)
Laserdefense: 5sizex3=15 (-750)
External docking clamp: 15sizex4=60 (-1500)
Yeah.
Are you sure there's a point to having both active and passive radar?
Missiles are expensive. Are you sure you want to use them?
Pretty sure remote controls only need to go on things that aren't in the ship that you want remote-controlled from afar. Or possibly things you don't want to have to leave the bridge to activate, but even then I'm thinking that's the whole point of a bridge.
Your missiles have VASIMIRS, a slow-accelerating, efficient, eventually high-speed engine. Are you positive you want missiles that are designed for ridiculously long ranges like that, and that you shouldn't just put nothing but boosters on them?
Your missiles are also good against both shields and armor. You might want to specialize them for one or the other, since they're expensive and thus, presumably, the sort of things you bring out when the time is just right, not fire indiscriminately at any and all foes under any and all circumstances.
Your jump drive is 20% of your budget. This probably means the rest of your ship is just plain too big.
Shields are nice to have, but they're also massive power hogs and heat producers, in addition to being expensive. You might consider trimming them, if you're desperate for cash.
Crap. Do decks really cost an extra amount per section? That's going to screw me over if so.
100% Accuracy, 40% Pierce, 0-12 Armor, 0-12 Shields Lasers are Size 160, cost 800 credits, eat 800 energy and thus produce 400 heat. Cannons with identical stats are Size 182, cost 364 credits, consume 182 energy and produce 91 heat. I know I was just telling you that your ship is probably too big, but I'm guessing the 80 credits you'd have to spend buying more VASIMIRS and a jump drive to haul that around is less than the 220 credits you'd need to spend on 88 more radiators to bleed off the heat
or the 440 credits you'd need to spend on another 44 nuclear reactors to power the damn things, especially since
both of those would then require more engines and jump drives than the cannons themselves would.
Even if you rely on heat sinks and batteries for combat operations, that's about 100 extra credits a shot, half for 5 batteries, half for 5 heat sinks.
Speaking of which, you might consider your power generation. If you had any idea how/if it was working in the first place, that is. Assuming you've got more reactors and radiators than you need for peaceful operations, for instance, you could just carry around a bunch of batteries and heat sinks for combat (heat sinks especially, since leaving radiators in the open is arguably a bad idea).
Do we really need 5 turrets? It's eating a big piece of your budget, and seems a bit excessive.
Your external docking clamp can only hold a 600 size ship and is still expensive. I'd recommend making it large enough to actually be useful if you're going to bother with it at all, but at this point I'd recommend going for an internal dock and a transport shuttle that's small enough to connect to almost anyone else's dock, if they have one at all.
10ebbor10, is the extra deck cost in total or per section? Like, if I've got and Aft and Fore section, and three decks on each, is the total cost (0+1000+1500=2500) 2500 or ([0*2]+[1000*2]+[1500*2]=5000) 5000?