It's not a Cetonia replacement, the Cetonia is a freighter with high base burnspeed, and this is an overpriced multirole ship that doubles as a fast light freighter and a survivable light destroyer. It's very fast for a destroyer, has a decent shield by BRDY standards (0.9) and lots of Universal small slots, making it a lot like a huge Silverfish. Bad news though, you'll have to pay 5 supplies/day for that 200 cargo space, 5 burn and Hammerhead-like combat performance. The starting idea was to create something like the Argosy from Escape Velocity 1.
The white boxes on the wings seem to pop out quite a bit- they don't feel like they're a feature of the surface.
Yeah, it's one of the things that need some further polish. Apart from that, I'm glad you like the sprite! It's becoming a challenge to evolve my art style while still keeping the faction cohesive. A lot of things I used to do a lot, I never do anymore, like using black outlines - the engame might be to have to redo all the older sprites, which I don't look forward to that much...
Here's the WIP changelog for 0.7.4, by the way:
Spoiler
0.7.4
- Added Megaceras-class Combat Freighter and Shredder Drones system
- New Impossible-difficulty Mission: Awakening the Beast
- Imaginos changes:
- Rift Cannon revamp: prefire delay to 0.05 seconds (from 0.95 seconds) and lowered damage per shot from 215 to 110. Now operates like the Autopulse laser on a charge-limited system (this is mainly to make the ship better in AI hands and less clunky to pilot)
- Reduced the EMP damage done by the Rift Cannon, and instead changed the Imaginos' built-in beams.
- Built-in beams deal energy + EMP damage + different look/sfx and some other changes. Good for up-close knife fighting.
- Increased overall damage done by the Imaginos' Scalar Rejector, especially when you get a massive explosion, but lowered emp damage
- Slightly lowered Scalar Deracinator (small) damage and emp damage
- Increased Imaginos supplies/day by 0.5
- Changed Ferrocannon: 15% less shot damage, ~20% lower cooldown between shots, ~15% lower flux per shot (This is to make it less powerful when you field 4 of them on the Karkinos, and more powerful if you have one or two)
- Nerfed Achilles MRM ammo to 5 for 6op version and 12 for 12op version, fragmentation damage to 350 per MIRV from 400, and MIRV health down to 180 from 240. Increased refire delay to 10 seconds.
- Lowered charge replenish rate for Stenos Autoloader system to 0.1 from 0.2 ( 10 seconds per charge)
- Increased Stenos flux dissipation by 10, lowered flux capacity by 400
- Increased Stenos hull strength by 500
- Added regenerating ammo to 8OP Dart SRM launcher that lets it fire at roughly 50% dps when empty, but not to the 4OP one. Also boosted ammo on the 4OP Dart SRM by 30%.
- Increased Knight flux cap by 100
- Lowered Karkinos flux dissipation by 50
- Fixed some descriptions in Rama
- Made BRDY engines slightly warmer in color
- Added CR timers to BRDY capital ships
- Changed Cetonia stats to be a more clean cut freighter now that Megaceras exists
- Adjusted Convergence sprite
- New INM Assault Gun sfx
- Polished Gale Cannon sfx
- Adjusted some Imaginos sound/hullstyle things
- Adjusted Imaginos and Karkinos variants
- Adjusted some ship mass values
Things that might make it into this version:
- Cetonia redesign (sprite/ship)
- New small ballistic weapon