New ship - Turbo Anaconda
Posted: Tue Oct 18, 2011 8:36 pm
Hello. I've been playing Oolite for some time, and love it as I loved playing Elite on my BBC Micro.
I found myself wanting to try a big trade ship that wasn't quite so boring to play, so I fiddled with the Anaconda and made a very simple oxp for this "Turbo Anaconda". I'm no artist, so I've just used the existing Anaconda design and made it red!
I thought I'd share it here in case anyone else wanted to try it; I welcome thoughts and comments, including those on what I may have done wrong (though I'm feeling oddly shy, as I don't know whether this will be of any interest to anyone else anyway!)
So, here goes (I've just hosted it on my own webspace for now):
http://www.dreamsofmountains.co.uk/ooli ... da.oxp.zip
Edit: updated 20/10/2011 with new stats - reduced cargo capacity and speed, though both still very high!
The life of the dedicated space trader is boring. Desperately boring. It's better than the terror of bounty hunting or piracy, of course, but sometimes it can seem just a bit too much. With a ship big enough to haul serious cargo, it just takes so long to get anywhere - and many of the more interesting systems are effectively off limit, due to one's inability to outrun the less friendly inhabitants of their space lanes.
The Anaconda is something of a classic, but its commanders tend to find themselves with a lot of time spare on their hands. Many, as a result, consider themselves pretty handy amateur mechanics. And it isn't hard to get hold of spare parts, or even to pick up an old wreck - perhaps one that just couldn't make it out of a pirate ambush quickly enough.
It was one such commander who came up with the idea of taking the engines from an old wreck, fitting them inside the spacious cargo bay, and piping them into the existing propulsion system - giving a phenomenal boost to speed, and still leaving plenty of cargo capacity.
Of course, Anacondas were not constructed with this in mind, so this modification brings a number of problems along with the speed improvement. Firstly, it plays havoc with the energy systems - resulting in a lower recharge rate, and emitting powerful electromagnetic fields that render any sort of shield booster ineffective and prevent aft lasers from functioning. Whilst only a small part of the Anaconda's cavernous cargo bay is used accommodating the additional engines and piping, they also block the use of two of the missile tubes. And, of course, the additional bulk means that the Turbo Anaconda makes even rogue asteroids seem manoeuvrable.
It takes some time for this bulky ship to speed up or slow down, meaning that a great deal of care is required as to where it is pointed when the Jumpdrive is engaged. It is rumoured that the inventor of this ship, old-timer Commander MacSeumus, is currently languishing in prison, having lost their wealth to a number of lawsuits from the families of commanders that, it was argued, were not given due warning of this 'feature'.
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The Turbo Anaconda is an attempt to provide a faster big trading ship, for those easily bored by the speed of the other available options! I have attempted to balance it by reducing its manoeuvrability, thrust and combat abilities - but still leaving it as a great ship for running away from a fight! I've playtested it a fair bit, and it does not seem overpowered - though it does allow rapid accumulation of cash.
I've included a sample startout save file in the OXP folder, for anyone wishing to try this ship from the beginning. Commander MacSeumas has just been released from jail on Lave, and starts with no money, fuel, or missiles - just their trusty Turbo Anaconda, with Fuel Scoops and front Mining Lasers as a means of getting out of there.
I found myself wanting to try a big trade ship that wasn't quite so boring to play, so I fiddled with the Anaconda and made a very simple oxp for this "Turbo Anaconda". I'm no artist, so I've just used the existing Anaconda design and made it red!
I thought I'd share it here in case anyone else wanted to try it; I welcome thoughts and comments, including those on what I may have done wrong (though I'm feeling oddly shy, as I don't know whether this will be of any interest to anyone else anyway!)
So, here goes (I've just hosted it on my own webspace for now):
http://www.dreamsofmountains.co.uk/ooli ... da.oxp.zip
Edit: updated 20/10/2011 with new stats - reduced cargo capacity and speed, though both still very high!
The life of the dedicated space trader is boring. Desperately boring. It's better than the terror of bounty hunting or piracy, of course, but sometimes it can seem just a bit too much. With a ship big enough to haul serious cargo, it just takes so long to get anywhere - and many of the more interesting systems are effectively off limit, due to one's inability to outrun the less friendly inhabitants of their space lanes.
The Anaconda is something of a classic, but its commanders tend to find themselves with a lot of time spare on their hands. Many, as a result, consider themselves pretty handy amateur mechanics. And it isn't hard to get hold of spare parts, or even to pick up an old wreck - perhaps one that just couldn't make it out of a pirate ambush quickly enough.
It was one such commander who came up with the idea of taking the engines from an old wreck, fitting them inside the spacious cargo bay, and piping them into the existing propulsion system - giving a phenomenal boost to speed, and still leaving plenty of cargo capacity.
Of course, Anacondas were not constructed with this in mind, so this modification brings a number of problems along with the speed improvement. Firstly, it plays havoc with the energy systems - resulting in a lower recharge rate, and emitting powerful electromagnetic fields that render any sort of shield booster ineffective and prevent aft lasers from functioning. Whilst only a small part of the Anaconda's cavernous cargo bay is used accommodating the additional engines and piping, they also block the use of two of the missile tubes. And, of course, the additional bulk means that the Turbo Anaconda makes even rogue asteroids seem manoeuvrable.
It takes some time for this bulky ship to speed up or slow down, meaning that a great deal of care is required as to where it is pointed when the Jumpdrive is engaged. It is rumoured that the inventor of this ship, old-timer Commander MacSeumus, is currently languishing in prison, having lost their wealth to a number of lawsuits from the families of commanders that, it was argued, were not given due warning of this 'feature'.
---------------------------------------------------------------------------------------------------------------------------
The Turbo Anaconda is an attempt to provide a faster big trading ship, for those easily bored by the speed of the other available options! I have attempted to balance it by reducing its manoeuvrability, thrust and combat abilities - but still leaving it as a great ship for running away from a fight! I've playtested it a fair bit, and it does not seem overpowered - though it does allow rapid accumulation of cash.
I've included a sample startout save file in the OXP folder, for anyone wishing to try this ship from the beginning. Commander MacSeumas has just been released from jail on Lave, and starts with no money, fuel, or missiles - just their trusty Turbo Anaconda, with Fuel Scoops and front Mining Lasers as a means of getting out of there.