TL;DRThe Hammerhead began as a small Retaliator-sized patrol boat with stronger turrets, but needing a mess hall, crew quarters and a bigger engine room practically doubled its size during concept, before concept art.
The original idea was a small patrol boat about the size of the Retaliator, and the general idea was a Retaliator that swapped out its torpedoes for stronger turrets. And from there, the job for the patrol boat was to go around systems and police the area in a sort of defensive way and protect stations and other fleets. We realized that people would be aboard it for much longer than they are on the Retaliator, so they would need a mess hall, proper crew quarters, that sort of thing. So the ship had to get bigger for that, which accordingly meant it needed a bigger engine room and bigger stuff than that. So it practically doubled in size from the initial thing, in the concept phase. This is before any kind of art or concept art had been done for it.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
And that's part of what contributed to the whole confusion over the sizes when the concept was announced, and the brochure and everything like that.
TL;DRThey won't give exact numbers because balancing is ongoing, but the Hammerhead is around Starfarer speed and maneuverability, slightly more agile and faster, and its six turrets mean it needn't be fast.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
I'm not going to give any exact numbers, because I know we're balancing it literally at the moment.
I imagine a ship like that, game-balance-wise, is allowed to have a speed in that range not only because of its armor, but because with six turrets around the entire thing, you don't have to maneuver particularly fast. You can cover pretty much wherever you're trying to hit.
TL;DRThe Hammerhead can currently run all six laser turrets, but if power proves a problem they would change the weapons first, and they hedge because power and heat balancing keeps shifting.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
It can run six at once. I'm trying to remember whether it was this ship or another one that we talked about in the initial concept that was sort of borderline in its power consumption. At the moment, it does have laser repeaters on all the turrets, but if they need to change, because we don't want to have a repeat of the 600i situation where even doing basic maneuvers it struggled power-wise, then we will change the weapons first. So they are big guns. They do take a lot of energy, being laser weapons. So there are multiple ballistic options that we can put on it to alleviate that. The stats on the stats page are still correct to my knowledge. We've not decided to add an extra... It hasn't got big enough to warrant having extra power plants or shields chucked in it.
And of course, in the future, once the full breadth of Item 2.0 and the components is out, things like the power plants, you'll be able to upgrade, not necessarily the size, but the grade and type of power plants for these types of things. So you'll be able to tune aspects of the ship.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
Yeah, you can overclock them. Now, with 3.3, you'll be able to overpower them, which is sort of like a light overclock. It's pushing it past 100%. So you get a little bit more power with a little bit of increased wear, whereas overclocking is all the power and all the wear.
And overclocking is for a very short amount of time.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
Yeah, you don't want to be in that for a long period of time. So that's sort of the difficulty we had 10 months ago, that we didn't know how much of this would be in by the time it came out. So we always hedge our bets when we're discussing power consumption so far in advance. Especially as the numbers we have have changed a lot in the last few patches in terms of power and heat and all the balancing that's gone into that, which Adam has been part of as well. It's always very tricky to go, yes, it will work with five weapons, but the sixth one will push it over the limit. There's so many variables in our ships that it's very hard to do that on paper in advance.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
And I don't think anyone's going to complain that, oh no, my Hammerhead can power all my laser repeaters now out of the box. It's something we noticed with the power tunings we did in the previous patch with the Sabre. It runs very close to its limit if you go all energy weapons on it. So there is a big tangible difference to running an all-ballistics loadout. You have so much reserve power left to be able to put into your shields, to be put into your thrusters, to be put into your coolers, that you've got the options there. And it only gets bigger with bigger ships.
The Sabre was really the odd one out when it came to balancing stuff like that. So much larger and more energy weapons than most other ships of its size.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
More shields. Yeah, when we did that power change, there were three or four ships that were just so far out. They would not behave. Like the Glaive, with its size five guns on a relatively small ship as well.
Yeah, that was one of the main ideas behind it, in that you've got a fleet of large ships like the Idris and the Javelin, and they're going to be somewhat vulnerable to torpedoes, so you can employ Hammerheads to form a flak screen to take out incoming torpedoes.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
Yeah, when we were doing the initial pitch, it was that patrol boat slash flak barge idea, that it just floats around and rinses an area. Offensively, not great.
John CreweVehicle Pipeline Director / Lead Systems Designer
Yeah. In 3.3, none of them. It's all manned. In the future, read the Shipyard post, because this talks about the exact same thing. Like Adam was going to say, presumably there isn't enough computer space to do all of them at the same time.
John CreweVehicle Pipeline Director / Lead Systems Designer
Yeah, in 3.3, it's like we have in the other ships, where they have MFD functionality. They don't have flight control over the ship, I don't believe. And then in the future, it's like we talk about in Calling All Devs and other shows: they're the ones that start getting all that extra functionality for managing features on the ship, so the pilot can just be left to fly and the co-pilot can be there to manage all the systems.
I'd see, for the Hammerhead, the co-pilot would have the job of managing the turrets and designating specific targets for turrets for the turret guys. So he'd be in charge of controlling the fields of fire of the ship.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
Yeah, we do have engineer stations in there as well. If you want to have a dedicated engineer, you can be there.
TL;DRThe Hammerhead has a mess hall, bridge, engine room, corridors, crew and captain's quarters with bathrooms, component rooms, an observation area, lifts, ladders, airlocks and escape pods.
John CreweVehicle Pipeline Director / Lead Systems Designer
The cargo goes on the cargo lift. It's 40 SCU. If you put the rover on there, you lose your cargo space. So there's a trade-off to be made to be carrying one of those around. Although you could probably put the rover on and really wedge it somewhere else in that room.
I'd be careful driving the rover around in the engine room.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
Maybe a smaller vehicle. Yeah, the cargo grids are dynamic, so if you put a smaller vehicle on, it only takes away the cargo space it occupies. Maybe a Cyclone TR.
TL;DRMissiles can't be put on the Hammerhead's turrets, but they can take heavy exploding-bullet guns, and the speakers suggest mixing four weapons per turret, including distortion ones to disable ships.
Yeah, there was that question about missiles on the turrets. Can't do that. But they can fit those guns that have the huge exploding bullets. So give that a try.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
Yeah, I'm always a sucker for putting Gatlings on everything, but a Hammerhead with ballistic scatterguns on every single turret will be a sight to behold. That's scary.
Four different guns on each turret as well, if you're feeling really spicy.
JC
John CreweVehicle Pipeline Director / Lead Systems Designer
Put four different ones on a single turret, chain the fire mode so it goes distortion first and energy and then ballistics. So the first two take down the shields.
I think it would be a good idea to have the top and bottom turrets be fully distortion and then offensive weapons on all the others. So you've got two guys focused on disabling ships.