The T9/T10 ships reminds me the most of the Nostromo/Prometheus from the Alien movies. Landing a T10 is reminiscent of the precarious landing scene along with those big front canopy windows. As a big ship but with better fsd jump range than the cutter and corvette, it has that tradeoff of the worst supercruise turning and surveying (mitigiated somewhat with the FSD) , but still able to haul a bunch of modules quicker to outside destinations.
Don't mean to blow my own trumpet but that's why I particularly like this pic' (it's my desktop wallpaper).
It does a good job (IMO) of capturing the "presence" of the ship.
It's all heavy and mechanical and industrial, as well as being slightly clapped-out.
Same sort of "presence" that the Nostromo had in Alien.
In other news, I planned to turn the T10 into an up-armored trade-ship when I got back from BP.
Played around with it for a while but I just couldn't figure out the hardpoints.
Hard to explain but, even though it's got a heap of hardpoints (the most of
any ship IIRC), it just seems like it's difficult to divide them up into fire-groups that all do reasonable damage.
You bung lasers in all the large hardpoints and M/Cs in all the mediums, for example, and only half of them fire at one time.
So you mix it up a bit and put lasers in the large & small harpoints on the top and M/Cs on the bottom but then you end up with fire-groups that aren't
especially powerful.
Maybe it's just that it wasn't right for
me, and other people won't have the same problem. I dunno.
Just felt like I couldn't figure out how to get the best out of it in combat.
