![]() How much spare fuel/ammo/fuel rods? It doesn't matter how powerful a fighter is if it can't reach it's destination, though carriers and fuel ships can fix that problem in large scale team fights.Ĩ. How many total thrusters? Do you want a higher max speed, or are other things - such as manueverability and firepower - more important? Do you use box thrusters for manuevering, or only for forward thrust? Do you go for an ultrasmall profile and ONLY use gas thrusters?ħ. Widely spaced guns or closely concentrated guns? Pinpoint firepower, or widely scattered firepower?Ħ. Which axis of movement and maneuver? Do you prefer strafing and roll for maximum aiming and dodging, with no need for forward thrust? Or do you prefer the high frontal speed and yaw of a traditional dogfighter? Are you one of those weirdos with maximum backwards thrust, who can keep his opponents at maximum range? (This takes advantage of how space drag works - in any chase, the chaser is running into the bullets of the chased, giving the chaser slightly lower maximum range.)ĥ. All of the above add mass, are explosive weak points if shot, and are bulky.Ĥ. What Gun/Generator/Battery ratio? More guns is more firepower, but they require either more batteries (for short bursts of firepower) or generators (sustained firepower). What shape should the ship be? Frontal gunwall? Stepped? Box? Wide disc? Angled wedge? Thin tube?ģ. How big should the ship be? The larger, the easier to hit but the more dakka. Let's also assume that there is only one type of armor, and that there is no point in spaced or layered armor.ġ. Lets also assume that the only weapon is the default auto cannon on a fixed mount, and the only two thrusters are the box thruster and the maneuvering gas thrusters. This is believed to be the current meta according to the streams. Let's assume a small fighter, optimized to be a cheap, fast, and hard to hit glass cannon. There are simply too many variables, even in the most heavily simplified situation. On the same note, I think SB wouldn't have a dominant/meta archetype of ships to begin with because details matter so much more.Īfter watching a few streams, I can confidently say that the meta will never grow stale. So even if every player in SB is only allowed to build box ships there will be no lack of variety once you look closely. Just like IRL machines, SB ships have a lot of small parts and details and every single bit of the design matters. The example of combat robots applies to Starbase better than any other similar game because of the insane amount of design choices. Both robots were 4WD vertical spinners, yet they were so different from each other at the same time because they almost took opposite paths in most design details. ![]() An example would be the Battlebots 2019 season final between Bite Force and Witch Doctor. Metas tend to spawn counter-metas, and even within vertical spinners there are so many different design choices to be made. Despite this, the sport is still growing and remains interesting and has no shortage of creativity and diversity. Over the years a type of robot called vertical spinners have become very mainstream due to their effectiveness and simplicity (sounds like most video game metas?). If not, combat robots, or combots, are remote controlled robots that fight in an enclosed arena with the purpose of destroying or disabling the opponent. If you have watched Battlebots or Robot Wars before, you already know what combat robots are. I've been involved with combat robots IRL for around 4 years now, and my experience there told me that even if there's a clear meta in place there is still diversity and fun to be had. Honestly I'm not too worried about meta/popular designs. ![]()
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