Karla's IO First Contact Fleet

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Karla's IO First Contact Fleet

Postby Karoline Dianne » Tue Jul 24, 2018 12:22 am

Hi guys! I decided I wanted to finally give IO a shot, and to do that I need a fleet. So I started beating my head against LDD until I figured out how to design ships! Here's what I got as a first time shipwright.

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Capital Ships, as of yet unnamed. Honestly I just slapped 2x4 bricks on top of each other until it was vaguely ship-shaped and then decorated it. I made this one out of bricks IRL first then polished it up in LDD. I'm rather happy with how it turned out, especially once I remembered the catapult runways don't need to be 'level' in space, saving the poor carrier from looking super weird.

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My Frigate design actually came first, designed in LDD and then bricked physically afterwards. I'm actually really happy with how these turned out. For such a simple design, it really plays nice with all kinds of loadouts.

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I struggled for a while to figure out what I wanted to do with Frame Companies, but eventually decided to try and miniaturize the boxy Classic design I stole from Vitor Faria and modified to my own ends. I'm actually really surprised at how well these turned out, actually being recognizable.

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Finally, the obligatory High Value Assets. In my case, I went for a simple non-combatant ship design and made two versions. Personnel and supply transports. Simple, effective, I like them.

So that's about all I have right now! The ones I have actually bricked are a horrible mess of unmatching colors and disparate suspension methods. Until I can muster up the parts for a fully coordinated, pretty looking Fleet, I'm gonna hold off on photos. But at least for now I have my own designs to look forward to making! Lemme know what you guys think!
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Re: Karla's IO First Contact Fleet

Postby Artasid » Tue Jul 24, 2018 1:26 am

You have an extremely nice and coherent fleet there Karoline Dianne. You managed to keep the Capitals, the Frigates, the HVA's and even the frames in a uniformed theme. Also, as you stated, the fact that they can be easily customized in loadouts is ALWAYS a Plus because it means new and older players alike can change them to their liking.
As a side note, and this is completely optional, another way to tell what your Frame Ace's specialty is (Combat, defense, spot, speed) is to put a matching color stud/flat plate on the rear side of the base plate so you know what specialty that ace can do. There are other methods to tell what kind of Ace you have for your frame companies, but this is the one I use because sometimes I cannot make the ace look like it has the systems I want it to have.

Overall Very well done indeed and I hope to see more. 8-)
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Re: Karla's IO First Contact Fleet

Postby spacemonkey » Tue Jul 24, 2018 10:12 am

These all look amazing, Karla! Props on the coherent (and intimidating) looking fleet!
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Re: Karla's IO First Contact Fleet

Postby VitorFaria » Tue Jul 24, 2018 9:33 pm

Great to see those here, it was blast watching those steadily evolve in the Discord channel!
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Re: Karla's IO First Contact Fleet

Postby Karoline Dianne » Fri Aug 03, 2018 11:23 am

So part of me feels like the two ship classifications aren't enough to really cover all the varieties and roles of ships in a proper space navy. Frigates, Destroyers, Cruisers, Capital Ships, smaller escort craft, and so on. But rather than propose new rules and such, I decided to try and go with something I've already done in Rapid Attack: Represent an existing unit type as multiple smaller units on a single base. Just like my old infantry and the Centurion space marines I have.

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So here I have two such variants I threw together. A capital ship represented by two 'Light Frigates' flying in formation, each one mounting two of the four system slots, and a frigate represented by three 'escort fighters', each mounting one of the three system slots.

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So here's all the non-HVA ships I've made so far, from biggest to smallest (with frame companies at the right end). I think doing multi-ship bases like this would be a great way to make your fleet seem bigger and more varied even with a small number of total TA's. If you want your force to be a 'swarm of small craft that overwhelm the enemy with numbers', you can double or triple the number of 'ships' on your side without changing the 5-7 Tactical Asset limit for 1v1 games.
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Re: Karla's IO First Contact Fleet

Postby VitorFaria » Sat Aug 04, 2018 9:20 am

Really nice, Karla!

I'm totally exploring that concept in the future!
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Re: Karla's IO First Contact Fleet

Postby Artasid » Sat Aug 04, 2018 1:52 pm

I see no reason to question the idea of several vessels on a single base. There have been many instances where I've seen two frames on a single base acting as a single piece (Each holding two systems) and I think we have all seen infantry units where there are at least 4 7p scale persons on a single base. It's only logical that ships are allowed the same treatment.
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