Sunday, April 28, 2024

Confessions of an Automationeer, Part 173: Lizzie's Little Sisters

Confessions of an Automationeer, Part 173: Lizzie's Little Sisters

After finishing both variants of the LVC LS60, I decided to ask myself another question: What if that car had a smaller, cheaper stablemate, with a less powerful engine to set it apart in the marketplace? As usual, I came up with the answer fairly quickly. This time, it was the LVC LS35 - a mid-engined supercar much like its larger sibling, but with an aluminum chassis and bodywork, and with a V8 instead of a V12 nestled between its rear wheels.


Above and below: The LVC LS35 draws some aesthetic inspiration from the flagship LS60 (especially up front), but condenses it into a smaller, more affordable package.


With 400 horsepower (at 8,700 rpm, 300 shy of the redline at 9,000 rpm) sent to the rear wheels via a close-ratio six-speed manual gearbox and helical LSD, and a curb weight of 1,260kg, it can reach 60 mph from a standstill in 4.1 seconds (on sports tires, not semi-slicks). Combined with track-ready yet supple suspension tuning (complete with switchable adaptive dampers!), it can generate a maximum cornering force 1g on a 200-meter skid pad. A lightweight interior (available in a wide range of colors and finishes) imparts a sporty ambiance, while race-bred aerodynamics (including small front and rear spoilers, as well as an undertray) keep the tires planted on the ground at any speed. Finally, dual front airbags, traction control, and large ABS-assisted 4-wheel vented discs help bring it to a stop without a hint of fade, while also keeping the occupants safe 24/7.

But what if I told you that there was an even lighter and more affordable car in the LVC range? The LVC LS25 is exactly that. I've made several iterations of it before, but this one, powered by a 2.5-liter flat-six developing 250 horsepower, with an 8,000 rpm redline, is my favorite - it was too fast when I shoehorned a V8 into it, and too slow with any four-cylinder. This is the sweet spot, but it still takes no prisoners - unlike the LS35, it lacks driving aids (for a more analog feel), which helps keep the cost down ($38,000 in-game, compared to $57,500 AMU for the LS35). Narrower tires overall mean it doesn't quite match its bigger brothers on the skid pad, but it still comes very close. And it's only 0.3 seconds slower to 60 mph than the more balanced, but heavier, LS35, with similarly good braking performance, to boot.


Above and below: The bottom of the mid-engined LVC range is the LS25, whose high-revving 250-bhp 2.5-liter flat-six and lightweight construction make it an ideal starting point for enthusiasts loyal to the brand, especially with styling that resembles a scaled-down version of its siblings.



In short, if the LS25 is the starter of the mid-engined LVC lineup, then the LS35 is their appetizer, while the LS40 serves as their highly sumptuous main course. All of them are so alluring, however, that you may not even need (or want) the four-wheeled equivalent of a dessert - so choose the one which suits your budget and needs the most.

Update (June 3rd 2024): Here is the entire 1995 mid-engined LVC range in its current state, after the LS25 switched to an aluminum body and gained 25 horsepower to offset the resulting weight gain:





Above, from top: The full lineup of mid-engined LVCs for 1995: the 275-bhp LS25 (yellow) serves as the entry-level offering, while the 500-bhp LS60 (blue) sits at the very top, with the 400-bhp LS35 (red) occupying a nice middle ground between those two.

The LS35, with its 3.5-liter V8, bridges the gap between the LS25 and LS60, and is a formidable performance car in its own right - it feels great to have finally finished all three of them!

And as an added bonus, I created a coupe version of the 4.0-engined LS60, just to show off another possible exterior/interior color combination:




Above, from top: An LS60 4.0 GT Coupe in bright red, with silver wheels, red brake calipers, and red interior accents.

With the addition of this variant, I may well consider taking the idea further to include convertible/roadster variants of the other two mid-engined LVCs, and/or a new model line in the form of a front-engined 2+2 grand tourer to complement the existing range.

Wednesday, April 17, 2024

Mad Dogs and Spacemen: Why the Terran Frigate is the Mad Dog of Infinite Space

Mad Dogs and Spacemen: Why the Terran Frigate is the Mad Dog of Infinite Space

In the Infinite Space trilogy, the Terran frigate is one of the most recognizable capital ships, having appeared in every game with the exception of the original Strange Adventures in Infinite Space. It's also good value for money, costing no more than 500 credits when you trade in a lesser Terran capital ship for it. OK, so it's not as fast, agile, or capacious (in terms of cargo space) compared to a Terran corvette, but its greater size gives it one additional weapon slot in addition to an extra equipment slot (although it lacks the fourth hardpoint of the larger, but slower, less maneuverable, and far more expensive Terran destroyer). Also, with its wide weapon coverage, it's a solid, if relatively unspectacular, choice among frigates in Sea of Stars, and is most commonly employed as a long-range missile boat, with additional shorter-ranged weapons for backup. In fact, the Terran frigate's role, default loadout, and performance remind me of one of the more common Clan OmniMechs in BattleTech: the Mad Dog, better known in the Inner Sphere as the Vulture. This 'Mech is not quite as capable as the more expensive and heavier Timber Wolf/Mad Cat, but is far more affordable and readily available by comparison.


The stock loadout for a Terran frigate, as shown in the scenario editor (above), compared with a highly upgraded custom configuration I acquired in a normal game (below). The standard setup is effective at all ranges, but when upgraded with stronger shields, longer-ranged missile launchers, and more advanced thrusters and/or engines, along with any other higher-end equipment, it becomes even more formidable, to the point that it can take on entire fleets on its own without too much effort.


Just as the Terran frigate (with or without the the rear-facing turret that's part of the optional Advanced upgrade) is one of the premier missile boats in the Infinite Space trilogy (its description even explicitly states that it is the mainstay of the Terran fleet), the Mad Dog (Vulture) fulfills a similar role among the Clans of BattleTech, being a common sight in their toumans, and providing excellent value for money by being very effective at indirect fire support (although it's not quite as capable overall as the heavier, but more expensive, Timber Wolf/Mad Cat). A few configurations buck this trend by not having any missile weapons by default, but they are the exception that proves the rule.




Above, from top: Three different configurations for the Mad Dog/Vulture (a 60-ton Clan heavy 'Mech), as shown in MechDB: the stock Prime configuration, a more optimized LRM boat using the MDD-B set of 8 OmniPods, and an SRM brawler based on the Revenant (an apocryphal Hero variant), but with the arms of the Prime and the side torsos of the MDD-A.

In short, you can't go far wrong with a Terran frigate in the Infinite Space universe, just as the Mad Dog has never let the Clans of BattleTech down over the centuries.

Confessions of an Automationeer, Part 172: Matters of the Heart

Confessions of an Automationeer, Part 172: Matters of the Heart

About a month or so ago, I was stricken by unusual and unexpected chest pains. I feared I was at rick of having a heart attack, but given that I had no prior history of heart disease (or any other cardiac disorders, for that matter), I realized that the problem originated in my digestive system; specifically, excess gas had accumulated in my stomach, which prompted me to get rid of it as best as I could. Not only that, I also had to increase stool bulk - the lack thereof was another symptom that annoyed me for weeks on end. Eventually, through careful management of my diet, I was back to full strength physically, and a visit to a cardiologist confirmed that my ailment had nothing to do with the heart whatsoever, much to my relief.

This brings us neatly to the topic for my latest post: idle speeds. Defined as the lowest rpm at which an engine can operate when it's running, it has a significant impact on most of a car's stats, especially the three most important ones (drivability, comfort, and safety). A lower engine idle speed (resulting from a lower cam profile and/or increased balancing mass, both of which will yield more smoothness) helps improve drivability and comfort. Comfort-focused and utility/offroad builds generally benefit from having engines with lower idle speeds, since they need more torque in the lower rev range for better drivability at lower speeds.

On the other hand, a higher idle speed will compromise drivability and comfort, but since it can be induced by reducing balancing mass or increasing cam profiles (both of which decrease smoothness), it generally yields more sportiness due to increased throttle response. As such, race cars and high-performance road cars tend to suffer less from an increased idle speed, since the aggressive cam profile required to raise the idle speed shifts the power and torque peaks towards the upper rev range, where such engines are expected to spend most of their time. Moreover, with sportiness being a key trait of these cars, lower balancing mass (and the associated reduction in drivability and comfort) is generally an acceptable tradeoff for superior throttle response, which is among the key sportiness criteria (as shown in the detailed stats tab).

Here's an example of an engine intended for use in premium and luxury cars, with an accordingly low idle speed, as shown in its dyno sheet:


Above and below: This engine has a low idle speed for improved drivability and comfort - perfect for low-speed urban driving and relaxed freeway cruising. To achieve this, the balancing mass was increased and the cam profile reduced, thereby sacrificing throttle response (and hence sportiness), which is not much of a priority in these applications. The upshot is a smoother engine that's better suited to everyday use.


And for comparison, here is the dyno sheet for a high-revving, ultra-high-performance engine with a high idle speed:


Above and below: In contrast to the previous engine, this one has a higher idle speed (1000 vs 500 rpm) and trades balancing mass (and hence drivability and comfort) for much sharper throttle response (and therefore sportiness) - a boon for high-performance and racing applications. Although it runs rougher than it otherwise would, this loss of smoothness is not as much of a hindrance in the high-performance driving conditions for which it was intended.


In short, different engine idle speeds work best for different situations: high idle speeds are best reserved for high-performance and racing applications, while most other cars (especially utility, offroad, and premium/luxury vehicles) deserve to have lower idle speeds. Finding the right idle speed range (i.e., the minimum and maximum recommended idle speeds) that works best for you is a crucial Automationeering skill - one that you should strive to learn the basics of at first, on your way to mastering it later on.

Tuesday, April 16, 2024

MechDB Misadventures, Part 1: Building Zombie 'Mech Loadouts in MechDB

MechDB Misadventures, Part 1: Building Zombie 'Mech Loadouts in MechDB


One of the design philosophies for BattleMechs in MechWarrior Online (and by extension, BattleTech) is the zombie 'Mech, which emphasizes survivability above all else. To this end, such a 'Mech would have no ammunition-dependent or explosive weapons (including any type of Gauss Rifle) of any kind. This necessitates an all-energy loadout, but on its own, it's not enough to create a zombie 'Mech - there are also a few other criteria which must be met for a 'Mech to qualify.

With survivability being the key objective, light and extralight engines should be avoided since they occupy at least two critical slots in each side torso, and can be damaged (or in the case of Inner Sphere XL engines, destroyed outright) if either side torso is destroyed. Moreover, zombie 'Mechs also need to have (almost) as much armor for their tonnage as they can carry, to reduce the risk of components being blown off in the first place. Finally, for a BattleMech to be a zombie 'Mech in the strictest sense, it must have at least one weapon in its all-energy loadout located in its center torso or head, since this will allow it to continue attacking as long as its head, center torso, and legs remain intact.

With the above advice in mind, it's time to consider what 'Mech variants can(not) be configured as a zombie 'Mech. Clan OmniMechs (as well as the Black Hawk-KU scheduled for introduction in the next major patch) cannot be "zombified", since the ones in MWO all have XL engines. However, some variants of standard Clan BattleMechs (such as the Stone Rhino SR-6 and SR-7, the Marauder IIC MAD-IIC, Warhammer IIC WHM-IIC-3) can be turned into zombie 'Mechs if the player desires. Even so, most zombie 'Mechs in MWO will use the Inner Sphere tech base.

The stock loadout for the Awesome AWS-8Q is a classic example of an Inner Sphere zombie 'Mech. With a 240-rated standard fusion engine, 15 tons of standard armor, 3 PPCs (one each in its right arm, left torso, and right torso), a head-mounted Small Laser as a backup weapon, and 28 tons of standard heat sinks, it's a very slow assault 'Mech, but also a very strong one, both offensively and defensively.


Above and below: The stock configuration (above) for the Awesome AWS-8Q fulfills all the requirements for a true zombie 'Mech, as does this custom quad-Binary Laser setup (below).


Another example of a zombie 'Mech loadout for the AWS-8Q would be the one shown above, featuring four Binary Laser Cannons (two in each side torso) and an ER Medium Laser in the head as backup. However, with a 260-rated engine and 14 Double Heat Sinks, it is barely any faster, and requires more skilled heat management (i.e. firing the BLCs in pairs at a time) to get the most out of it. Even so, with a theoretical maximum of 77 alpha strike damage, it has more than twice the theoretical firepower.

Here's my idea of the ultimate zombie 'Mech in MWO: an Annihilator Stone Crusher with 8 ER Medium Lasers (3 in each arm), a Binary Laser Cannon in each side torso, 21 Double Heat Sinks, a 325-rated Standard fusion engine, and 19 tons of standard armor over a standard structure, plus Laser AMS, a Mk1 Inner Sphere Targeting Computer, and a Beagle Active Probe. It may not run as cold as a stock AWS-8Q, but it delivers a lot more firepower, with advanced sensors to ensure it always makes its mark on the opposition, and in a more heavily armored chassis to boot;


Above: My idea for MWO's ultimate zombie 'Mech. Replace the Laser AMS, TC and BAP with 3 additional ER Medium Lasers if you want more offensive potential, but whatever you do, be sure to split fire to minimize ghost heat.

In short, zombie 'Mechs may not be to everyone's taste, but if survivability and endurance are a key priority, they may just be your best bet - as long as you configure and use them correctly.

Monday, April 15, 2024

Eat Electric Death II: How A Sea of Stars Tabletop Game Could Look Like

Eat Electric Death II: How A Sea of Stars Tabletop Game Could Look Like

Having heard of the failed attempt to create a card game based on Infinite Space III: Sea of Stars, I eventually realized that such a game would work better as a BattleTech-style hex-based wargame, as Eat Electric Death! was. That game, based on Sea of Stars' immediate predecessor, Weird Worlds, came with a set of scenarios for a campaign revolving the conflict between the Free Worlds Alliance (comprised of the Terrans, Zorg, and Klakar) and the Dark Consortium (which consists of the Garthans and Urluquai), as well as the Tan Ru (a race of mechanical lifeforms), and a final battle pitting a lone Yellow Kawangi Dreadnought against a combined fleet from either the Alliance or the Consortium. In addition to these, there were also a few standalone scenarios with different victory conditions to the ones found in the main campaign. How well would these translate to a sequel or re-release, and what other changes would have to be made as a consequence?

For starters, any scenarios with at least one Tan Ru Decimator would have to be revised to take into account the replacement of the Plasma Torch (which was part of the Decimator's stock loadout in Weird Worlds) with the Gatling Laser. Moreover, with the introduction of the Calatians and Ravians as full-fledged factions, it could be possible to incorporate them into a new set of scenarios, along with the Muktians, whose fleet now includes Destroyers and Space Stations. In addition, the Terrans, Garthans, Urluquai, Zorg, Klakar, and Tan Ru (the six normal factions featured in EED) will all have additional ship classes (including Space Stations for the Terrans, Urluquai, and Klakar) to choose from, to be deployed in expanded versions of the original EED scenarios. Finally, at least two additional scenarios (one involving the Alliance using the captured Kestrel to defeat a pirate fleet, and another based on the battle against Primordius, with the Damocles as part of either an Alliance or Consortium fleet) could be added, to reflect the introduction of these quests (among others) to later instalments of the source material.

Taking the idea further, it could be possible to implement a full-scale ship customization system similar to that seen in BattleTech. In that case, each ship's value (rather like BattleTech's Battle Value system) would be determined by the sum of its base price and the combined total of all items (weapons, sublight thrusters, and other equipment) installed on it. Cost caps for players' fleets would also be necessary to avoid the possibility of overpriced and/or overpowered vessels, ensuring a more balanced and fun game experience overall. However, with the Sea of Stars trilogy still being much more obscure when compared to the BattleTech universe as a whole, it's currently unlikely that a tabletop sequel to Eat Electric Death! will ever be made - but it's good to know that, for now at least, it still can, at least in theory.

Wednesday, April 10, 2024

Infinite Space Suggestions: A MechDB-Inspired Ship Editor

Infinite Space Suggestions: A MechDB-Inspired Ship Editor

When I'm not Automationeering, exploring the Infinite Space trilogy, or experimenting with different car, event, and track combinations in Hotshot Racing, I spend a lot of time creating custom BattleMech loadouts in MechDB's MechLab for MechWarrior Online. A more detailed explanation of how it works can be found here. Now for the basics: You start by clicking on the Select 'Mech button at the top, which allows you to select a 'Mech chassis from one of the four weight classes (Light, Medium, Heavy, and Assault, with Inner Sphere and Clan 'Mechs being grouped separately for each class), after which you'll be taken to the 'Mech customization screen.


Above: A screenshot of the MechDB MechLab showing stats, quirks, current loadout, selectable equipment, warnings (if any), and structure/armor/heat sink/guidance types.

The Warehouse (top right) shows the amount of mass and critical slots for all items (which are grouped into four tabs: Weapons, Ammunition, Equipment, and Engines/OmniPods) that are compatible with the currently selected 'Mech variant. For example, an Inner Sphere Double Heat Sink occupies 3 critical slots, whereas the Clan equivalent requires only two. In addition, when customizing a standard BattleMech, the fourth icon from the left will take you to the engine selection tab which shows a list of compatible engines, whereas when customizing an OmniMech, you will instead be shown a list of available OmniPods for that chassis.

To install a weapon on a 'Mech, click on the Weapons tab in the Warehouse box (first from the left), and from there, drag and drop it from there to any component that has enough free space for it and at least one unused hardpoint for any weapons of that type (e.g., energy weapons can only be installed on components that have at least one energy hardpoint). Ammunition for ballistic and missile weapons can be placed in any component with at least one free critical slot. You can only fire an ammunition-dependent weapon if you provide compatible ammunition for it; to aid this, you can click on the Mounted Weapons checkbox in the Ammunition tab (second from left) in the Warehouse box, so that it only shows ammo types for your 'Mech's ammunition-dependent weapons (as long as this option is toggled on).

Engines must be placed in the center torso, with standard engines (the heaviest of all) requiring 6 critical slots there, whereas Inner Sphere Light and Clan XL engines take up an additional 2 critical slots each in both side torsos, and Inner Sphere XL engines occupy 3 critical slots in both side torsos. As such, a Standard engine can continue to operate even if both side torsos are destroyed. Inner Sphere XL engines, on the other hand, will immediately shut down if either side torso is destroyed. Finally, Clan XL and Inner Sphere Light engines will operate at reduced speed if one side torso is blown off, but will still shut down if both side torsos are destroyed.

All components on Inner Sphere 'Mechs (except for the center torso or head) can be fitted with CASE (Cellular Ammunition Storage Equipment) which prevents ammunition and/or weapon explosions from affecting any adjacent components - this item is automatically fitted to every component of all Clan 'Mechs. In addition, some 'Mechs have provision for Jump Jets (which lift your 'Mech into the air for a limited time - the type of available Jump Jet being dependent on the 'Mech's weight) and/or MASC (Myomer Accelerator Signal Circuitry - a device which boosts your 'Mech's maximum running speed when activated, but causes damage to its legs if overused). Note that for any given 'Mech variant, you cannot install more Jump Jets than the maximum number it can carry, nor can you equip more than one MASC on a 'Mech that is compatible with it.

'Mechs can also be equipped with Beagle Active Probes (which improve detection capabilities at closer ranges), Targeting Computers (which improve your weapons' accuracy, velocity, and range), and on some variants, ECM suites (which shield the 'Mech from detection in Disrupt mode, and can negate the effect of enemy ECM in Counter mode). It should be noted that Inner Sphere Targeting Computers have a range from Mk1 to Mk8 (the higher the number, the more mass and critical slots required), whereas Clan TCs only max out at Mk7, reflecting the fact that in BattleTech, the latter require one ton and one critical slot for every five tons of direct-fire weapons they control, instead of four, as is the case for Inner Sphere TCs. Regardless of tech base, however, you can only install one Targeting Computer or ASP (Advanced Sensor Package - a universal item weighing 1.5 tons and requiring one critical slot) on any given 'Mech variant at a time. Moreover, Inner Sphere Guardian ECM suites occupy 2 critical slots and weigh 1.5 tons each, whereas Clan ECM requires 1 critical slot and weighs only 1 ton. Finally, Inner Sphere Beagle Active Probes have had the same space and weight requirements (1 critical slot and 1 ton) as their Clan counterparts for some time (prior to which they required 2 critical slots and weighed 1.5 tons, as in the tabletop), whereas the Clan-exclusive Light Active Probe requires 0.5 tons (half the mass of a regular Active Probe), but has a shorter range.

The top left section can be toggled between Stats (self-explanatory) and Tonnage (which shows a breakdown of how much mass your components require, as well as the type and quantity of some of them). The bottom left section shows a list of Quirks (perks that provide benefits to the 'Mech) - each quirk positively affects sensors, weapons, equipment, performance, or survivability. At the bottom-right corner of the screen, you can select the structure, armor, heat sink, and missile guidance type upgrades that will be fitted to your 'Mech. These are as follows:
  • Endo Steel Structure: Reduces the amount of mass in the 'Mech's internal structure, but occupies more critical slots (14 for Inner Sphere, 7 for Clan) compared to standard armor.
  • Ferro-Fibrous Armor: Reduces the amount of mass required the 'Mech's armor to achieve the same amount of protection, but occupies more critical slots (14 for Inner Sphere, 7 for Clan) compared to standard armor.
  • Light Ferro-Fibrous Armor: Exclusive to the Inner Sphere tech base, it also reduces the mass of the 'Mech's armor and is bulkier than standard armor, though not to the same extent as Inner Sphere Ferro-Fibrous Armor in these aspects, requiring only 7 critical slots.
  • Stealth Armor: Also exclusive to the Inner Sphere, it occupies 2 critical slots in every component other than the center torso and head, and is only selectable if a Guardian ECM system is installed. It does not save weight compared to standard armor, though, and activating it during a game will increase heat levels.
  • Double Heat Sinks: Dissipates more heat and increases heat threshold by a greater amount than standard heat sinks, but occupies more space (3 and 2 critical slots, respectively, for Inner Sphere and Clan Double Heat Sinks). Standard and Double Heat Sinks cannot be combined on the same 'Mech.
  • Artemis IV Missile Guidance: Improves accuracy of any and all LRM and standard SRM launchers fitted to the 'Mech, but adds 1 ton of mass and 1 critical slot to all such launchers. It does not affect NARC, Streak SRM (Inner Sphere and Clan), Inner Sphere MRM, Inner Sphere Thunderbolt, and Clan ATM (Advanced Tactical Missile) launchers, though.
Here's an example of a customized 'Mech loadout created in MechDB:


Above: An example of a custom loadout created in MechDB, showing a Firestarter FS9-K (a 35-ton Inner Sphere light 'Mech) configured for high DPS, while still retaining enough speed and agility for brawling and skirmishing.

If you have registered to MechDB, you can save and export your loadouts for future use in MechWarrior Online, and from there, test them in the Proving Ground to judge their effectiveness.

OmniMech customization differs from standard BattleMech customization in the following aspects:
  • You can mix and match head, arm, leg, and side torso OmniPods from different variants. However, if all OmniPods are from the same variant as the center torso, you will gain an additional Set of 8 Quirks that improve the 'Mech's abilities further.
  • All variants must share the same structure, armor, and heat sink type, as well as engine type and rating (except in non-OmniMech variants of an OmniMech chassis, and the Executioner Sovereign, a Legendary 'Mech variant whose 285-rated engine makes it slower than other Executioner variants, which each have a 380-rated engine).
  • Fixed equipment (including armor and structure slots, if the OmniMech has ferro-fibrous armor and/or endo-steel structure, respectively) cannot be removed from an OmniPod.
  • When selecting OmniPods, you will be shown a list of compatible head, side torso, arm, and leg OmniPods for the OmniMech, along with the number and types of hardpoints for each one.
Here's an example of a customized OmniMech loadout:


Above: An example of a customized Clan OmniMech loadout, based on the Dire Wolf DWF-Prime (a 100-ton Clan Assault 'Mech) and geared towards long-range sniping.

Alongside creating customized loadouts for 'Mechs in general, one of the more popular uses of MechDB is to create zombie 'Mech loadouts on 'Mech variants that can support them. Such layouts (named for their ability to absorb immense amounts of damage) have (near) maximum armor for their mass, an all-energy loadout (with at least one energy weapon in its center torso or head) lacking in ammunition-dependent weapons, and a standard engine (which will never shut down even if both side torsos are blown off). They are especially useful in prolonged engagements where you expect to receive a lot of punishment, and can even continue to attack as long as the head, center torso, and at least one leg all remain intact. Here's an example:


Above and below: Two loadout ideas for the Stalker STK-7D that turn it into a zombie 'Mech, taking the idea to ridiculous extremes by placing all of its weaponry in its head and torso sections, leaving the arms empty and allowing them to be used as shields.


After all this, you may be asking why I'm mentioning a game I do not yet own in a post that's supposedly related to the Infinite Space trilogy. As it turns out, nobody has created a webpage that allows you to create a custom loadout for any ship (whether it's a fighter or a capital ship) in the game, right down to its affiliation, class, engine, thruster, weapons, and equipment. In addition to this, when customizing a ship, all eight major stats (armor, shield strength, weapon range, firepower in terms of damage per shot, maximum speed during combat, maneuverability, and interstellar travel speed both outside and within nebulae) would also be shown, as they are whenever you're customizing a ship in a standard game. In addition, the overall cost of the loadout (base price of the chosen hull + combined price of all weapons and equipment installed) would also have to be displayed.


Above and below: A MechDB-style ship editor for Sea of Stars could look like a combination of the customization shown in these screenshots, with all key stats for items and ships being shown at once.


Taking the idea further, you could add the ability to not only load and save custom layouts, but also create, load, and save whole fleets of ships (with capacity of up to six ships of any kind for each) - as well as tools to either install the default loadout for a particular ship, or to remove all items from the currently selected one, just as in MechDB. The resulting ship loadout editor would therefore be incredibly useful for planning ship builds, especially when predicting the effectiveness of one you expect to be using in actual gameplay.

In short, a MechDB-style ship/fleet loadout creator/editor tool for Sea Of Stars would be a boon to the player base - and also to fans of the series. It could even be helpful for designing ship loadouts you want to use in a hypothetical board game sequel to Eat Electric Death! - an adaptation of the preceding game (Weird Worlds: Return to Infinite Space) that utilizes a similar hex-based board and movement system to BattleTech, and even comes with its own preset scenarios to jump into. That, by the way, will be the subject of my next post in this series.