If you would trim off 40 resources on your ship, then we would be at the limit...if you took out one of your Ammo Magazines and its armor plating, you would trim off 30 resources and still be able to fire all of your guns.
Or, you might consider making an armored cruiser like mine.
...how dare you.Blegh,
fine, I guess I'll go with a SMALLER SHIP
Name: RN Entirely Sinkable (evictedSaint)
Ship Type: Armored Cruiser (12)
Hull Points: 5 + 9 - 2 = (12)
Compartments:
DC1: BridgeTower + RangeFinders (30)
DC2: Secondary + Armor (21)
DC3: Secondary + Armor (21)
DC4: Secondary + Armor (21)
DC5: Secondary + Armor (21)
UC1: Torpedoes (15)
UC2: AmmoMag (0)
UC3: AmmoMag (15)
UC4: Engine + Diesel (24)
Total: (180)
I even slotted it into the Medium category, too.
IMHO the SMS have a much stronger bonus than the RN.
For example, the RN bonus
saves me 38 points, but caps me at
10 points lower (net 28 points ) and adds a
-2 HP.
If this ship were an SMS ship, it would
save me 20 points, but cap me
20 points higher (net 40 points) and add
+4 HP.
So, this same ship on the SMS side would have 18 HP (
+6), cost 197 (
+17), and have room for
13 more points of upgrades before going over the tonnage limit for evasion (another Armor, for example).
The RN pays off if we have more players on our team since it saves more points per player, but each ship is individually weaker than the opposition by about 50%
and more likely to be over the threshold for tonnage evasion.
To be fair, this is all surface-level analysis. Maybe there's a better way for me to build my ship, or the advantages balance out in the long run. This is just what I'm noticing when comparing the two factions.
Currently, the two teams are sitting at
SMS: 520 (
+70)
RN: 348 (
-102)