Sins II Ship Series: The TEC Akkan Battlecruiser Redux

For our next revisit in the Ship Series, let’s take a look at the TEC Akkan-class Battlecruiser. The Akkan’s gone through a big visual update since we first looked at it 2 years ago.

Akkan_2022_Starboard.jpg

Today the Akkan has much more detail and lighting, thanks to user feedback, transparent glass and extra texture work!

TEC Akkan Starboard View.jpg

Akkan Background

The Akkan’s pre-war design had two main variants: one as a large colony transport ship, and the other as a leisure vessel. Once the war began, the Akkan was outfitted with heavier armor, weapons, and a basic hangar bay, though its primary role continued to be that of a transport.

Now after decades of conflict, the latest Akkan-class has taken on more of a command-and-control role on the battlefield. Many of the original weapon systems have been removed to be replaced with more dedicated colony pods, trade bays, and other support systems.

Armament

  • 4 x Medium Autocannon Turrets (2 x Port / 2 x Starboard)

  • 2 x Point Defense Autocannon Turrets (1 x Port / 1 x Starboard)

  • Planetary Bombardment Cannon

As you can see, the Akkan is not designed to be a front-line fighter. Compared to the Kol or Marza class ships, she has a very limited set of weapons. However, what the Akkan lacks in firepower, she makes up for in her ability to kickstart the TEC economic engine.

Optional Ability Upgrades

  • Colonize: Sends administrators, security forces, intelligence experts and other personnel to establish control of new planets. Provides free Logistics track levels to new colonies it creates.

  • Inspiring Broadcast: Broadcasts an uplifting speech to all nearby allied ships and structures that motivates them to fight harder. Grants a bonus to weapon reload rates.

  • Mobile Trade Port: Enables the Akkan to act as a mobile Trade Port, improving the economy of your empire. Increases Trade Capacity by up to 6 points.

  • Armistice: Using the enhanced broadcast array on the Akkan, the ship persuades all nearby ships and structures to a temporary cease-fire.

Optional Offensive Upgrades

  • Radiation Bomb (2 Uses): Fires a radioactive shell at the targeted enemy ship, causing it and nearby foes to suffer damage over time for a short duration.

  • Rapid Autoloader: Increases the reload rate of Physical weapons.

  • Targeting Array: Adds a specialized targeting system to the ship, greatly increasing weapon range. Also increases the weapon ranges of all nearby friendly ships.

  • Missile Guidance Computer: Designed as a fleet support upgrade, the guidance computer enables missiles to retarget; and grants them bonus damage to friendly units within range.

  • High Yield Warheads: Increases the yield of the nuclear bombs used against planets, greatly increasing their damage. Also affects nearby friendly units within range.

TEC Akkan Port View.jpg

Optional Defensive Upgrades

  • Armor Patch Kit (3 Uses): A limited use item that repairs Armor damage, even in combat.

  • Flak Burst: Adds Flak launchers to the Akkan, which can inflict Physical damage to all strike craft and missiles within a short range.

  • Combat Repair System: Adds a special repair system to the ship, increasing its passive repair rate and allowing it to repair during combat. Also has an active mode to further boost repairs.

  • Reactive Armor: Upgrades the Akkan with an extra layer of special armor and greatly reduces incoming missile damage.

  • Backup Shield Generator: Installs a secondary shield generator to the ship which is rigged to rapidly come online whenever the main generator fails. Also enables Shield Burst.

Optional Utility Upgrades

  • War Reporter: A war reporter and their media team are embedded with the crew to capture footage for propaganda films extolling the might of the TEC. Increases maximum Influence.

  • Exotics Salvage Policy: Insures the exotic resources used in the construction of the ship. If destroyed, they are refunded.

  • Volatile Accelerants: Adds potent additives to the ship’s fuel, greatly boosting the speed of the Akkan and nearby ships for a duration. However, this fuel damages the Akkan during use.

  • Antimatter Engine: A dedicated antimatter engine is added which boosts the passive regeneration of antimatter on the ship; and increases its maximum. Can be activated to provide a fixed amount of antimatter immediately.

  • Deploy Argonev Starbase: Prepares a deployment package for an Argonev starbase. Once ready, the Akkan can deploy all the fabrication systems needed to build one of these mighty stations in any gravity well.

8,867 views 1 replies
Reply #1 Top

I personally did look through the model, did see the glass etc.such a structure on a combat/frontline vessel seems to me a bit something that gets blown away immediately,after shields go off. I mean, in case it isnt shut off of the whole ship, if glass breaks, whatever is contained there, whatever it might be might be of no use.

Its armament is ultra lackluster, I thought TEC might want to add a very heavy auto/cannon turret.bigger than harcka :) 225-275 pen :) with slow RoF, low DpS, but at least something to scratch heavy cruisers a bit. Instead of that glassy structure. You could put that ultra heavy autocannons or whatever it is, that I made up, consider perhaps using this instead of medium autocannons on some of the ships.

What came to mind, was also something - a ship item that turns your turrets into 'higher tier'. Kol, for example with marza/ragnar, can use the 100% dmg on the gauss turrets.

You could have a capship refit, that deals more dps with lower pen, removing big turrets, while giving high dps good enough for countering heavy cruiser type threats. Super-Heavy autocannon that does shoot regularly, but is in range of 400 pen. Removing 600 of gauss. Perhaps additional weapon station, say PD, while upgrading light autoguns to medium and medium ones to the heavy ones, that harcka uses. Removing 200 pen vs capships is a 50% dps nerf (500 durability, 400 pen = 50% dps) losing out heavy shells for gauss guns is also almost double dps nerf of its current primary weaponry. (600 pen deals full vs 500 durability of capitals, 2x dmg from upgrade is significant, losing that potential ? serious nerf vs current build vs cap ships, so trade off should be worthwhile)

Since autocannons arent using gauss guns, the ship/s undergoing such a downgrade/repurposing could get either antimatter/shield buff, as well as a range nerf for its main weaponry. Having this an item upgrade/downgrade and be removable by removing it from inventory should not be really instant, because you would be significantly changing the counters your ship does immediately, so, as there is install timers, uninstall/retrofit of such kind should not be instant.

Very similar things can be currently done with expensive items that you throw away when your capship is visibly going down. Same for starbase, planet items already installed.

Starbase could refit also with uptiered basic weaponry - whether it should be an item, or vone via research, not sure, but those 150 pen guns arent doing all that much.

Granted, dps of 3 cobalts, vs 1 harcka is very barely in favor of harcka when countering capships (difference being like 2,5% or so, 14 vs 15 supply)

You could also wonder, why build cobalts in the first place, when there are better options. Why cant it get a single harcka gun or bigger. Cobalt mk.2 :P Harcka Mk.2 getting bigger guns too.

All those numbers ought to be properly calculated and tried out.

Kortovases, going from medium to heavies etc.

I was also wondering, if there will be differences in coloring of projectiles, their intensity, based on research tier.

These are pretty general ideas, so things like these could help earlier game units with some updates in Tier IV-V, to signify that there is some actual progress done.

Or to bring in some, at first old models that look similar to units from SoaSE:R, and end up with the new. Cap ships most of them do retain their old form at least.