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Aegis Nautilus


Danakar Endeel

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What would be really cool is if it has some special navigation / sensors / propulsion / etc....  hull plating for pressure..... for going underwater in water worlds or into oceans.

I doubt it........ but still a possibility......... and I haven't forgotten Ben Lesnick mention his desire to see (and discussion about) underwater hangars :)

+++++++ 

Another teaser from the RSI thread....

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This indicates it is a Minelayer which there has been discussion about it in the past....

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Apparently my Mk1 Eyeball was wrong and the ship is actually 125m in length.

Someone also mentioned $675. Not verified yet if that's the actual price or the discounted Warbond.

Confirmed: $675 for Warbond version (currently restricted to holders of the Concierge Event 2949 Ticket Holder status)

Nautilus-ship7.thumb.png.39e50d517bacbd104db3d279354d651c.png

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Nautilus-ship16.thumb.png.963e34634a1220bcf156c40d47a7277c.png

Sorry for the immense image-dump by the way. I'll try to clean it up and put the most relevant things in the main post as we get better quality images. :P

The ship will apparently be made available to all backers on Monday. At that time we'll likely see what the Store Credit price will be as well.

Nautilus-ship17.thumb.png.c8351f26a8289d648da5ace15c687d39.png

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1 hour ago, Metternich70 said:

bah ... the only appealing feature for me may be the twin S7 cannon turret in the front of that thing. I will wait for the infos tomorrow, but I guess I'll pass on that 

I think we will get more info on Monday but not much more.   I usually really love a new concept ship and pick it up right away........ or I dismiss it......... but there is this growing problem that I have........ where it starts with indecision........ theory crafting........ then..... MUST BUY🤑......... and I am afraid that this ship falls into the later case (just like the Ballista did ).....

...... also ...... for those that think I buy every new ship that comes out the Corsair is an example of a ship I passed on immediately with no consideration (since I have a Phoenix).

Most of the ships I have been getting these days are CCU'd from other ships that are redundant to my fleet of ships (last Warbond I purchased was the Kraken)...... and its likely that I'll CCU my Tali finally (since I have a Harbinger and Eclipse)....... but we'll see...... there maybe a more compelling reason (more so than just a skin and $75 price savings) to get a war bond version.   I am betting the Non Warbond version will be $750

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==========================

Onto Theorycrafting for the Nautilus.....

  • Obvious comparison to the Hammerhead....... and the Hammerhead would likely beat the Nautilus in a 1v1 mainly due to better (likely) manuvablity..... however...... the game play is completely different with the Nautilus and is really more of an ambush ship instead of an Escort Ship like the the Hammerhead
  • Obvious comparison to the Polaris....... and the Polaris would likely beat the Nautilus in a 1v1 mainly due to to a few large torpedoes and the Nautilus will be dead (even with its strong armor) + it is unlikely that the mines will stop an incoming torpedo.....   The Polaris will also carry a fighter and its likely a fighter can clear out mines fairly easily except if more than one Sentry Mine or if they aren't careful with scanning for the Homing Mines
  • I see the Nautilus as either being weak or overpowered (relative to its cost) and likely the hardest ship in the game to balance relative to the other ships.   
  • It has inherent weakness like a wide array of blind spots in terms of defensive coverage (Hammerhead has a Blind Spot as do all ships - but much smaller) and it will likely be slow and not very maneuverable.   As mentioned I think it will be highly vulnerable to bombers (torpedoes) and if a fighter can figure out the mines.... then even a fighter should be able to wear it down ------ eventually though - since it will have heavy armor.   As a result I see this ship needing a fighter escort.
  • Strengths will be its frontal attack options and if it can learn to pivot or navigate its own mine field (which is likely - I don't see why the mines would be trigger on the Nautilis itself) then it can play a frontal stationary defensive fight very well.    Even though it will likely need a fighter escort.... the heavy armor will not make it a sitting duck like a cargo ship would be.
  • If the captain can learn stealth (turning off power / etc... then coasting into a fight)........ or learn to ambush ......... this is where the Nautilis will shine or even be OP
  • Defensive (mine fields) will change the landscape of defending an important position (like a Jump Point) or strategic asset like a space station.... much like the Ballista changes the defensive options for an Outpost
  • Gameplay will be radically different (and will be more like flying a drone based ship like the Vulcan) than most ships ---- thus it is less redundant to most fleets than most other types of ships.
  • Love the strategic options it brings into defending vs large incursions
  • A minelayer ship would not only be useful for defending stationary targets like space stations ......... but would be excellent for defending important strategic ships like the Endeavor Hope.
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Some interior shots on this list of images... (I know it is hard to see but wanted to preserve the links) - here is the original thread...

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This is all really cool but to be honest I'm personally getting a little tired of seeing CIG come up with new mechanics while we're still lacking a sh*t tonne of already announced mechanics. This new mine layer mechanic is sure to become another headache for CIG to balance because everyone knows this will be exploited to hell and back, with trolls putting their mines where they're not supposed to go just to be a d*ck. I can see how laying mines could be a good way to protect certain assets but come on, you know some people will mine the most basic of areas just to piss people off and be a ass.

I'm not going to get one as I've stopped spending after I hit concierge, I feel I need to see more mechanics and development. Also, tbh I'm not interrested in owning a minelayer. I do think it looks cool tho.

I do wonder why newer AEGIS ships like the Hammerhead and now the Nautilus have a crew of 8 (Edit: whoops, looks like the Hammerhead has a crew of 9) while the Reclaimer has a crew of only 5. Ive always thought the Reclaimer's crew size is too small, as it has multiple stations that can't all be manned at the same time with 5 people, it seems CIG seems to share the idea that a crew of 8 might be more versatile.


Also, as a side note...
while I love CIG for having cool events for their community and their engagement with us is commendable... do we need more layers of exclusive early access? I know it's only a day and I'm not especially interrested in this ship or whatever but first there's subscribers, then there's congierge level and now there's special congierge level events. What's next, special congierge level events VIP afterparties? A secret password? Chris Roberts' secret handshake? Did you wear the correct colored shirt for a special early early early early access?

I might come across as a bit of a negative nancy here but I feel they're milking us more and more because it's getting harder and harder to find new backers and investors. Outside of our community bubble, I think the project's reputation isn't the best because of missed deadlines and still no release date after 7 or 8 years.

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I´m not especially interested in the ship itself.

But I love the mines.

I really hope that I can set them manually from the Hammerhead or by the DroneCompartment of the Carrack(Praise to her name!).

Also a great asset for otherwise helpless ships like the Endeavor.

I will sleep much better with this little buggers keeping watch...;)

 

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14 hours ago, Fizzlefuse said:

This is all really cool but to be honest I'm personally getting a little tired of seeing CIG come up with new mechanics while we're still lacking a sh*t tonne of already announced mechanics. 

They are working on the other mechanics - they just want to make sure they are doing it right.   Mining as an example was a home run....... and they are working on Salvage, etc....

There will be mechanics like Farming and maybe even Science that will lag behind........ or even Mechanics that have a Design Doc (like when the Starliner came out for Passenger Transport) - but still need to be implemented.

I don't really see Mines as a new mechanic or profession per se....... and should be fairly easy to implement since it really isn't a "profession"

14 hours ago, Fizzlefuse said:

 This new mine layer mechanic is sure to become another headache for CIG to balance because everyone knows this will be exploited ...

Agreed and will be hard to balance per my Theorycrafting post above... from yesterday

9 hours ago, DASKOMMTDAWEG said:

I really hope that I can set them manually from the Hammerhead or by the DroneCompartment of the Carrack(Praise to her name!).

Unlikely that you can swap drones from one ship to another....... example........ a Reclaimer that uses Salvage drones shouldn't be able to use Orion Mining drones (more likely than not -even if it is the SAME exact drone from the SAME manufacturer with just different software and control CPU's involved).

However....... I do see the Nautilus as the "Penultimate Mine Layer"..... and hope that we will see both a Small Minelayer ship......... and a Medium Minelayer ship........ perhaps with slightly different mine options

9 hours ago, DASKOMMTDAWEG said:

Also a great asset for otherwise helpless ships like the Endeavor.

Agreed -- posted the same thing..... per my Theorycrafting post above... from yesterday

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The only way a ship like this can really work is if there is a large fleet of support ships to resupply it with mines. In a 3-Dimensional space, you're going to need hundreds of times more mines to deny access to an area than one would at sea.

Not to mention I'd need to hear the specs for the mines themselves. Unless the the explosive mine has a yield in the kiloton range and can move fast enough to intercept ships with the speed of a Hammerhead, i can't imagine they'll be too useful. I foresee the weapon mine being what will likely be used most often except if they're prohibitively expensive.

I wouldn't mind seeing plans for a CAPTOR mine with either a Size 5 or Size 9 torpedo loaded and waiting for ships above a certain tonnage to come within range.

14 hours ago, Fizzlefuse said:

I do wonder why newer AEGIS ships like the Hammerhead and now the Nautilus have a crew of 8 (Edit: whoops, looks like the Hammerhead has a crew of 9) while the Reclaimer has a crew of only 5. Ive always thought the Reclaimer's crew size is too small, as it has multiple stations that can't all be manned at the same time with 5 people, it seems CIG seems to share the idea that a crew of 8 might be more versatile.

Because the Reclaimer is an industrial ship designed to have as few crew as possible (less people on payroll) performing a time consuming task which will probably see the crew performing multiple duties in a low stress environment. Compare that to the Hammerhead or Nautilus which are dedicated warships which need as many hands as possible for things like turrets, weapons management, damage control, engineering, etc.

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18 minutes ago, J. Coren said:

The only way a ship like this can really work is if there is a large fleet of support ships to resupply it with mines. In a 3-Dimensional space, you're going to need hundreds of times more mines to deny access to an area than one would at sea.

In the concept sale they mention that the Nautilus is a "Support" ship so yes it is not intended to set up a planetary defense grid........ but rather to protect a ship (like the Endeavor was cited above) / space station / etc...        Just like you can't use a Ballista to protect a "Planet"....... but rather an "Outpost", etc....

21 minutes ago, J. Coren said:

Not to mention I'd need to hear the specs for the mines themselves. Unless the the explosive mine has a yield in the kiloton range and can move fast enough to intercept ships with the speed of a Hammerhead, i can't imagine they'll be too useful. I foresee the weapon mine being what will likely be used most often except if they're prohibitively expensive.

They are designed to move but no mention of being able to "chase" or move at the speed of a ship ---- that would make it too OP......... as for them being expensive - I think they need to be just like Tali / Eclipse S9 Torpedoes should be expensive........ but that's why they have the Nemo Drones as explained in the concept sale --- to "pick up" the Dones when you move and want to deploy in a different area

23 minutes ago, J. Coren said:

I wouldn't mind seeing plans for a CAPTOR mine with either a Size 5 or Size 9 torpedo loaded and waiting for ships above a certain tonnage to come within range.

I think this would be too OP (to load a mine with a Torpedo)...... but they do have the Mines that have Weapons on them.

I am looking forward to the Strategic game play of this ship and will definitely get one...... just thinking about Warbond vs CCU (tomorrow) at this point)

+++++ Keep in mind this is intended as a Multi-Role ship........ not just a Minelayer..... so it will likely be a decent Cargo ship as well (which would give it many options since it would then present itself as a target for pirates........ but one that can hold up in an area with its mines until reinforcements come as escort or to help clear the pirates.   Looking forward to the game-play with this ship :)

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In this video below...... he is not a fan of the ship (which is fine) - I still think it will be cheap........ but one thing this guy said is that the Mines can be used in...

  • Mines in Space
  • Mines in Air
  • Mines on Ground
  • Mines Underwater

Would love it if this was the case........ and was wondering if there is confirmation on this (was it mentioned in the presentation) - do we know???

 

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I'm so happy to see my Mine layer prediction come true, abit a year late.   To everyone who said they would never do a mine layer I say good day. 🐻

 

On 8/24/2019 at 10:52 PM, Fizzlefuse said:

This is all really cool but to be honest I'm personally getting a little tired of seeing CIG come up with new mechanics while we're still lacking a sh*t tonne of already announced mechanics. This new mine layer mechanic is sure to become another headache for CIG to balance because everyone knows this will be exploited to hell and back, with trolls putting their mines where they're not supposed to go just to be a d*ck. I can see how laying mines could be a good way to protect certain assets but come on, you know some people will mine the most basic of areas just to piss people off and be a ass.

I can see this as easy to code in, the entitys are just NPC drones with a very rudimentary friend or foe A.I.

Balance I agree will be needed but were not there yet.

I actually don't see it as an easy griefing tool once its balanced.  Because trolling will be very expensive, these mines are essentially like drones and torpedoes.  Both expensive so you don't want to spam them whenever unless you have money and reputation to burn.   In fact I predict the gun platforms will preform as anti-griefing tools.  Where if you have griefers harassing you at a location you can't guard 24/7, just leave some gun turrets around for when the bad guys return. 

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Store Credit price is $725. This is much lower than I expected as the Warbond was only a $50 discount. Very different from the Polaris which sold at $625 Warbond and $750 Store Credit ($125 discount).

Guess CIG didn't want people to simply buy a cheap Hammerhead or Polaris CCU or something.

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22 hours ago, VoA said:

In this video below...... he is not a fan of the ship (which is fine) - I still think it will be cheap........ but one thing this guy said is that the Mines can be used in...

  • Mines in Space
  • Mines in Air
  • Mines on Ground
  • Mines Underwater

 

 

Aren't air mines already in the game? The objects marking the upper edge of the no-fly zone over Lorville look remarkably similar to deactivated sentry mines. Perhaps when they get rid of the NFZ all they would need to do is reactivate the mines?

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1 hour ago, Danakar Endeel said:

Store Credit price is $725. This is much lower than I expected as the Warbond was only a $50 discount. Very different from the Polaris which sold at $625 Warbond and $750 Store Credit ($125 discount).

Guess CIG didn't want people to simply buy a cheap Hammerhead or Polaris CCU or something.

Ya the Store Credit option at only  $725. made my decision a "no brainer" - especially since I planned on doing it this way anyway (the only thing that would have changed my my with the War Bond option would be if there were some other special thing you get besides a skin) ===== So I CCU'd my Tali (since I have a Harbinger and Eclipse) to a Nautilus :)

38 minutes ago, LowZone said:

Aren't air mines already in the game? The objects marking the upper edge of the no-fly zone over Lorville look remarkably similar to deactivated sentry mines. Perhaps when they get rid of the NFZ all they would need to do is reactivate the mines?

Good Point........ however....... looking through the full concept sale now up on RSI there is no mention of mines in :

  • Mines in Space
  • Mines in Air
  • Mines on Ground
  • Mines Underwater

As the guy mentioned in the video........ so I am wondering if I missed something...... or if something was mentioned at the presentation (or on RSI forums??) ----- anyone know more?

Your point about mines in Air enforcing the NFZ on Lorville is a good one though :)

I guess it would be a good question for the Q&A though 😲

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