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[MOD] [0.1a] M2W Split Mantis Prototype (090727)
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KCK





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PostPosted: Mon, 27. Jul 09, 21:28    Post subject: [MOD] [0.1a] M2W Split Mantis Prototype (090727) Reply with quote Print

"M2W(hat)?"
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Regular M2s are nothing more than beefed up TLs, they have the same turret layout&ship design, only more guns, energy and shields. Which makes them great for police actions/sector defense against other M2/M7s or Fighters, but from a military point of view they're just crappy.

M2Ws have quite strong shields (because they need them when fighting other M2Ws), but the other stats are just average and don't seem to be impressive at all. What makes them so deadly is their turretlayout, imagine a Thresher M2 with 24 front mounted PPCs as hit&run ship, a Brigantine with 24 side mounted PPCs for 'true pirate-style' broadside or a ship like the Mantis which even looks like a warship and obliterates everything that dares to get into firing range and isn't in a blindspot..







"Doesn't that make them cheatships?"
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Not really, they're just M2s with better weapon-layout, no infinite energy, no 754m/s speed, no zomg Kyon Emitters. And they will absolutely need ammo-based weapons, because no generator would survive 24+ PPCs firing at the same time, which can get quite expensive. The only thing that is overpowered are their shields, because the Mantis is currently alone, and doesn't have any natural enemies. xD However with weak shields they would just 'pop' when facing another M2W, that's why they definetely need those shields.

"Will there be more M2Ws? Xenon, Khaak, Pirate..you know missons and stuff.."
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Well I hope that other Modders will see it and think "damn, why haven't I thought about THAT?" and start building more M2Ws, because without enemy M2Ws its quite boring, no real reason to include it into a mod, although capping one could be difficult and buying one would be to easy. The military won't give their shiny toys away to anybody else. Razz


"Blogged.."
------
Or "things I wish I would've known before.." and the reasons why the Mantis turned into just a 'boring overpowered Cheatship' instead of a cool Python replacement that pwns everything with just average M2-Stats and invents a new Warship-Class by clever design.

Yeah, that was the plan, but due to technical limitations it didn't work out that well. The idea was simple: get the Python-Stats, combine them with the Tiger-Chassis (and some of its unique properties), tweak a few things and take it to the next level..

What went wrong?

1.) Firing Arcs
Turrets are limited to a 180° sphere, and thats it. No way to change it even though some of the Mantis turrets could've easily reached 210-230° and more, which would've improved power projection and fixed possible blindspots without any additional guns..

2.) Turret Count
Ever wondered why each capital ship has 6 turrets, one on every major direction and yet the Hyperion has 2 Front and 2 Rear? Why the K side turrets have one mountpoint at front,mid,rear? And why the side/front guns can't fire forward even though their line-of-sight would allow it? The solution was easy: change some angles and instead of combining 28 guns into 6 turrets, use 14 turrets with 2 guns, to deliver damage to where it needs to be. No reason to fire 8 guns at that 5% hull M5, when 6 of them could target that evil Khaak M2.. Sounds great doesn't it? And would've been really smart too, because on a real warship there would be no reason to 'hardlink' all those batteries. Unfortunately the X-Engine doesn't allow it. 6 turrets are the holy number and thou shall not use more..

3.) Blindspots, Power Projection and the M2W..
The Mantis was intended as warship, hence the m2W designation, because every other M2 is just a beefed up TL, with more guns and better shields, but the same crappy turret-layout. The Mantis has no blindspots, only weakspots where less guns can point to. Thats one of the reasons why the Mantis has _ridiculous_ high estimated power projection 74% (100% forward, 71-85% side, 50-64% up/down, 58-71% rear). I don't know the values of other M2s (to lazy to calc Razz), but its a lot less.

4.) Fixing it up..
How do you fix something that isn't broken? I can't because the engine doesn't allow it, so the only way around it is 'cheating'. Add some more mountpoints to compensate and overshoot a bit, because these guns can fire with 'bugged' turrets at the same time, while on the real Mantis it would be just one gun, pointing one way or the other. Making it more of a M2+ than a M2W military grade ship.

5.) Aftermath
Is the Mantis a overpowered cheatship? Well, it's your decision.. But to me it is somewhat overpowered, because the current implementation that is enforced by 'poor' engine design goes beyond the intended goals. I only wanted to rearrange 28 guns on 14 turrets with average M2 stats, and that would already be enough to wreak havoc. The current draft has 36 guns on 6 turrets + special weapons, because it can only track 6 targets instead of 14 and because it can't reach the power projection values that the 'real' Mantis has.

Then again, these are engine-limitations and its the only way to bring the Mantis ingame. Without these fixes it would be just another crappy beefed up TL-Destroyer Warship-wannabe and there would be no reason to finish it at all..well other than for looks. Razz

6.) Testdrive
Finally all those small things slowly come together. The ship is complete (no more holes ^^) and is only missing some grebble and textures. After I had threatened the turrets to turn them into toasters, they finally agreed that it would be a great idea to start shooting. Had to fix some more angles, cameras and stuff sticking out, but after that I could finally do a first testdrive and I have to reconsider my previous estimation..the Mantis retains its M2W-designation, because its evil. I don't even want to know how the real Mantis would've turned out..to scary. Razz It has some pretty big blindspots, and isn't that great at killing fighters, but I increased the roll-rate, when something stays in the blindspots just do a short 90° roll, problem solved, which is quite cool, because as pilot the player doesn't has that much to do anyway.

Whatever, the Mantis pops other Capships like bubblewrap..the X-Universe needs more M2Ws, or the Boron will be gone before the next patch. When the Split realize what gem they have in their hands.. Razz


Mantis Prototypes
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The Split military is currently field testing the Mantis Prototypes to decide which configurations will replace the outdated Raptor&Python. The following Prototypes were spotted and classified by Argon Intelligence..

M2W Mantis Prototype
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Dev-Note: First draft, will probably divide into a few subtypes with slightly different layout, its the alpha Testdrive-Model to show what an M2W can do and to see if everything works as it should. I had the subtypes already 'sketched' out, but the X-engine busted those designs. Have to think about it for a while, to see if there are more combinations that make sense, other than M1W-carrier, M2W and M2W+player-convenience dockingbay. (I always found it odd why the dockingbays were removed after X2, even if it was only one for a M5-ship..its just annoying to jump back or micromanage a TM with M3&M5 every time you're looking for missions, the game doesn't gain anything through that other than forcing you to 'snail' through sectors..)



Version 0.1a (090727)
------
alpha-test release
DON'T SAVE(!) or you might mess up your precious savegames, use the cheatscript to spawn one, have some fun wrecking stuff and quit. Maybe M2Ws will merge into other mods or will be pluginmanager compatible, but this release is only for testing and to show off the deadliness of M2Ws. Using it like any other ship in your real games is not supported, although loading a game, mess around there and quit is fine, as long as you don't save.

The files contain a cheatscript (cheat.mantis.test). You can use it to spawn 1 full equipped player mantis or 5 enemy ones. Just execute the script and enter 0 for the playership and 1 for xenons. I did a quick test in M148, they seem to be quite effective against other AI-ships (wrecked the sector without a 'scratch' other than through heavy missile barrage) but they didn't seem that deadly against the playership, maybe because I was in a Mantis too, or because I was strafing to much. Maybe its more difficult in a basic M2 or without strafing, I don't know.. Razz

There are some issues with enemy ships, they don't fire back like they should. I think the reason is that I don't know how to set turret scripts properly or it has something to do with the loadout. I highly recommend using M.A.R.S. with enemy ships enabled it works a lot better.

*first stat-draft mixed with carrier stuff (no the M2W won't keep 50 dockingbays)
*missing grebble&textures
*minor graphical errors at QLaunchbays (they're slightly off, but should be functional)
*funky "disco-mode" near base underneath bottom armorplates, related to missing textures..I don't even know how they got there, but who cares?

090727-MantisPrototype.zip (download)
-----

I currently don't have that much time to finish grebble&textures. (I'm not a great artist either Razz) But the ship is functional and I wanted to give away a teaser and well maybe inspire some other modders to build more ships like that. Be careful during final approach to the dockingbays its a bit tight. Dock&Launch was only tested with a couple of split ships and they won't crash into the rear turret anymore (you can clearly see where it was.. Razz). The weapon layout&energy is more or less intended. The Mantis won't work without ammo-based weapons and yes it can't use PPCs (not that it needs them..). And last but not least the 3rd side turret on each side can't fire forward, it was 'blindspotted' on purpose..it's one of the bug-fix turrets.


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Gazz





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PostPosted: Mon, 27. Jul 09, 22:00    Post subject: Re: [MOD] [0.1a] M2W Split Mantis Prototype (090727) Reply with quote Print

KCK wrote:
Regular M2s are nothing more than beefed up TLs, they have the same turret layout&ship design, only more guns, energy and shields.

Hmm. And your Mantis does not just have more guns, energy, and shields?

If it has no natural enemies, how are you planning to balance that with the rest of the game? A single-best ship isn't entertaining for long.
If you can kill capital ships nonstop in a Boreas, can you kill capital ships more than nonstop in a Mantis?
Killing M2 even faster can't seriously be your intention. These "battles" only last like 20 seconds as is.

If you want more than just another cheat ship you'll have to make the AI use it and give the ship lasers, that can actually hit a playership.
PPC or Gauss are not much of a difference. You can strafe around endless streams of either while the AI ship runs head first into your stream of PPC.
Now a ship with 24 forward firing beam weapons could actually hit the player...

But for that you have to edit Jobs.txt and the SRST.xml

Don't take me wrong - I'm not saying you can't give the player yet another supership. The kids love those things.
I'm just curious how you're going to adjust the rest of the universe so that not every other shiptype becomes obsolete.


Graphically I think it's a bit too spindly to be rightfully impressive.
Maybe some slim inverted shark fins to mount the outer turrets instead of the spindly constructions?
The Split dig fins on their ships.
The spindly things look kinda like the captain left the dock a bit too hasty - before detaching the maintainance and refueling connections.



Quote:
I only wanted to rearrange 28 guns on 14 turrets with average M2 stats, and that would already be enough to wreak havoc. The current draft has 36 guns on 6 turrets

Most likely 14 separate turrets wouldn't change anything.
You have to look into the scripts.
What's the difference between 1x 10 lasers tracking "closest enemy" and 5x 2 lasers tracking "closest enemy"?
It does the same thing - only with 5 times the CPU load from scripts.
AFAIK, one turret can have up to 12 lasers so 2 front turrets will get you your 24 frontal PPC (or whatever), leaving 4 turrets to neatly cover the ship.
Like 1 rear + 3 side turrets at 120° angles around the ship. What's with this right angle fixation I see everywhere? It's a spaceship, not a house!

100% front turrets are boring anyway. Take a look at the Shrike. It doesn't suffer from RAFS (right angle fixation syndrome).


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PostPosted: Mon, 27. Jul 09, 23:29    Post subject: Reply with quote Print

Make it more angled... currently it looks a bit like an oversized paranid Tiger to me. Split have sharp edges on their ships (to cut trough boron hull at ease xD) - pleaaaase don't use 'smoot'-modifiers on splitships... it doesn't fit.
Look at the Tiger to learn how ES / the guys from XTM did the model (look at the details)

You should improve the design(especially the texture - use vanilla Split textures, it's not very difficult to put these on your model. Rip them of from the imported Tiger and look at a 'multitexture'-tutorial)
Add some details to the model (you could rip off some of the details of the Python and Tiger, rearrange and resize and place them as needed). Put some L.O.V.E. into that model Razz - It's your "baby"


I wonder about that turret layout. Those frontmounted Turrets - do they shoot to the front or the side? because if they were front they would shoot through the ships hull (doesn't look good) and if they are side they only can shoot in a 90° arc because of the camera. It's tricky to use vanilla turrets so they look good AND work correct. Sometimes it's "designbusting"Shocked

€ Are guns mounted at the rear the frontguns? That's uneffective regarding range because you have maybe 2 Km between your rear end and your frontend... inbetween the cockpit. If you shoot EBC/HEPT with the mainguns you can tell how long your ship is if you watch the shot.... lolz

Actually there are no 'better then destroyer' needed because capships die so fast you can't get to the kitchen to grab some popcorn if you want to see the 'final' (explosion) - even in a 2-room-flat. Maybe you rethink your design and move it to normal M2 stats because that would fit the design&size. If the design rocks people will love it - and it won't need superiorstats.

Quote:
Like 1 rear + 3 side turrets at 120° angles around the ship. What's with this right angle fixation I see everywhere? It's a spaceship, not a house!
That's a very effective, energyefficient missiledefensegrid... and you have 2 other turrets to go with Very Happy
tested it a while ago with my first M2M-experiment.
But they don't fit on every ship (cuz of 'standard-designs').


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PostPosted: Tue, 28. Jul 09, 00:39    Post subject: Reply with quote Print

It was designed with 28 guns like the Python, now it has 36 because the engine doesn't allow to mount them like I had it planned. Those 8 guns are mounted rear and it has huge blindspots up&down because I couldn't rearrange them without scraping the model.

I designed it, because I found it odd that every M2 has the same 'box-layout' like TLs. And why the military can't come up with better layouts. The only ships that are some what different are the M7 ships. What I did was arranging the turrets in a different way, which allows them to work together, instead of doing nothing. What I mean is, why would somebody build a destroyer like a giant box, when he could choose a diamondshape with careful placed guns to make it more effective? These box-turrets just don't seem to be made for war-time use.

But I have to agree with you that NPCs can't use ships that well, especially not against the player. Strafing is way to strong, but 'fixing' that is more complicated. It also seems that capital weapons do to much damage compared to their shields. Maybe even intentional because those stats were calculated with bad layout in mind. M2Ws probably make that even worse, because they can focus more firepower on one spot. I could probably cut half the guns and strip the shields down to 2GJ or less and it would still work well. The shields were only added because it would turn into a coinflip with no choice at all when facing another ship like that.

It wasn't intended as lonesome ruler, but I can't build 6-7 unique capships like 'that'. I'm not even an artist (terrible drawing skills xD). Maybe with Khaak/Xenon ships it could be more interesting, but it would probably require changing weaponstats&stuff too. Anyway it was just an "what if..you take an M2 and place the turrets smart?" Maybe the universe isn't ready for that, or it should never reach a players hand or maybe the split indeed finished it and nothing survived..game over. ^^;

Quote:
Maybe some slim inverted shark fins to mount the outer turrets instead of the spindly constructions?

I'm not happy about them either. They were one of the first things that I created. (I had to mount those turrets there somehow xD) And when looking from behind they look even worse. I will probably change them later, but I still like how the ship turned out, when you keep in mind, that it was designed from a turretlayout and not as a ship with tacked on turrets. For a first 3D modeling work its not that bad. Razz

Quote:
What's the difference between 1x 10 lasers tracking "closest enemy" and 5x 2 lasers tracking "closest enemy"?
It does the same thing - only with 5 times the CPU load from scripts.

I guess that would depend on how those scripts work. It just didn't seem right to focus 10 lasers on one Khaak Scout or half-dead M3. The Python doesn't have FAA, thats why 14 turrets with other lasers would've given better results against fighters without using FAA for perfect screening and the CPU-load wouldn't be a problem, when missions spawn tons of M6 ships, just 2 or 3 less and it should be enough to compensate.


Quote:
Like 1 rear + 3 side turrets at 120° angles around the ship. What's with this right angle fixation I see everywhere? It's a spaceship, not a house!

Oh well I'm guilty too, even though its a diamondshape, but if it counts I have at least thought about a Khaak 'tubeship' with 2 rings that have 3 turrets on the inside, that way those turrets would cover each other and would still be able to fire forward/backwards and focus side ways with some other turrets. Don't know how the engine would react to that, but I think the turrets wouldn't be able to hurt their own ship. I even thought about a 'gimbalship' that has the turrets mounted on constantly turning rings..from time to time they would focus up on certain spots and it would be even harder to hit, because most of the parts are moving, but im pretty sure that a thing like that wouldn't work, at least not in the game.

Quote:
You should improve the design(especially the texture)

It's untextured, because I still want to change things here&there, doesn't make sense to mess around with textures now. I know it doesn't fit splits completely it's still 'low poly-edgy' but also with stealth in mind, thats why most grebble will be covered and only visible from certain angles. But if it doesn't fit the split-theme I could always change the race, but I bet splits love it, even if they think its ugly. xD

Quote:
I wonder about that turret layout. Those frontmounted Turrets - do they shoot to the front or the side? because if they were front they would shoot through the ships hull (doesn't look good) and if they are side they only can shoot in a 90° arc because of the camera

They're front and they should have 180° from left/right and 90° from center/top(or bottom). I haven't noticed them shooting through the ship. I think they won't fire when they can't see the target. But I will look into that..its not easy to see where the shots are coming from..to much stuff flying around.

Quote:
Are guns mounted at the rear the frontguns? That's uneffective regarding range because you have maybe 2 Km between your rear end and your frontend

I'm aware of that, but its more complicated. The front turrets mounted on those struts are the 'rear' turrets and the rear turrets mounted above the dock/qlaunch are bugfix-turrets (that were intended for carrier/vanguard versions), but the engine busted those designs. They were also planned to use PPC to compensate the range, but I can't add them without installing them at the front too. Thats why they seem to be mounted in a stupid way, and won't always hit, but its not possible to fix I could only remove them. (I don't want to mount them at the front Razz)


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PostPosted: Tue, 28. Jul 09, 01:04    Post subject: Reply with quote Print

Quote:
I even thought about a 'gimbalship' that has the turrets mounted on constantly turning rings..from time to time they would focus up on certain spots and it would be even harder to hit, because most of the parts are moving, but im pretty sure that a thing like that wouldn't work, at least not in the game.

Your problem wouldn't be the turrets but the camera. You'd have to attach it to the rotating thingie to stay in synch with the turrets while still having a path in the scene.
So you can't make it part of the thingie.
Headache.


Quote:
They're front and they should have 180° from left/right and 90° from center/top(or bottom). I haven't noticed them shooting through the ship. I think they won't fire when they can't see the target. But I will look into that..its not easy to see where the shots are coming from..to much stuff flying around.

A turret can fire when camera + turret can see the target.
That's why the greatest sin in turret placement is mounting the turrets with a different main axis / rotation than the camera.
See Turret Fix mod.


Quote:
The front turrets mounted on those struts are the 'rear' turrets
...
Thats why they seem to be mounted in a stupid way, and won't always hit, but its not possible to fix I could only remove them. (I don't want to mount them at the front )

The camera calculates target's from it's position, based on the range of the lasers installed in the turrets.
Now if those turrets happen to be located 4km behind the camera the bullets will hardly ever reach a target.

A useful turret means that camera and all attached turrets are located within 400m tops. The less the better.
With a 2km offset you're losing half the range (and accuracy!) from what... half the ship's front lasers?
That's something... but it's not Split.

I completely reconfigured several ships because their turrets were spread out over a silly distance. (especially on huge ships like Teladi or some terrans)
And you know what? It worked. They started to hit stuff.


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PostPosted: Tue, 28. Jul 09, 07:22    Post subject: Reply with quote Print

Quote:
but I bet splits love it, even if they think its ugly. xD

If you want it to be true Split make it angled and sharp... Me think it's not very difficult to make it look like split.Example: One of the sides from the frontsideofview - your shape:
____
###)____ or
____
###|____

splitshape:
____
##|_____ <- put some details below the "porch roof" so it seems like they mountet some heavy plates onto the ship (as is said - you can rip of some details of other ships). Trust me, it's way better then the 'standard'design
You don't have to use details all over the ship, you also can use vanilla-splittech-textures to suplement the details (because of polycount).
Oh and don't forget about the LOD-models... Best to use 'not ready' bodys as LOD so don't delete it.


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PostPosted: Tue, 28. Jul 09, 16:22    Post subject: Reply with quote Print

looks like a Split-Boron Capital... ooh Surprised especially with those rear antennaes... very very cool Thumb up Like it. It is a strange Hybrid though. If you make it a bit more round it will become a very cool Boron ship (and Manta is a Boron ship name).

lacks some textures though... and yeah, for now is simply overpowered. (for now) just create another two or three (making them spawnable by the Game Engine) and the problem will be fixed.

To be a OMG badass-ship is a bit too small imho, the split Python (and Raptor and Elephant) are the smallest capitals of the game. (look at my ship size comparison in my sig.)

You are making a indescrivible mess for having hundreds of f-ugly turrets.
I have an idea:
-Instead of turrets why don't placing invisible weapondummies? a invisible weapondummy that shoots parallel to the normal of the surface it is placed onto has a perfect hemispherical range and does not looks as bad as a turret.
Maybe make the point where you will place the weapondummy look like some kind of fixed gun port, or like a small cupola from where the shots come.


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PostPosted: Tue, 28. Jul 09, 16:59    Post subject: Reply with quote Print

You were right, those turrets shoot through the front section and a charged PPC should completely destroy it. xD

Quote:
A useful turret means that camera and all attached turrets are located within 400m tops. The less the better.
With a 2km offset you're losing half the range (and accuracy!) from what... half the ship's front lasers?
That's something... but it's not Split

I thought about it for a while and the layout would have been great with more turretslots and more control over firing arcs, but that isn't available. Now it will be changed down to 32 guns, sideturrets are up to 8 guns and both front turrets will be flipped <90° up/down and renamed to top&bottom, because they now cover most of the blindspot (from front to bridge). Frontal power projection should go slightly up to 8~24 guns, side should be around 8-16~24. I wonder how are you supposed to mount those turrets..they're like cheap furniture with chinese manuals..instead of firing from base-to-base, they fire from up-to-base-into-ship. I guess there is no way to mount them 'pretty and working' other than on the edge of a boxshaped ship. Not that it matters, as long as they're working like they should.

I have to do something with the rear turrets (similar to the front ones), I don't like their angles, although mounting them will be difficult Dock&Qlaunch are totally in the way now. xD The struts will be removed too (they don't have a purpose anymore) and replaced by uhm..those space-age cadillac brake-lights..I don't know yet what I will add there, but it would look odd without something..maybe a "I-wont-brake-for-Boron" and "3 eyes are one more to poke into"-Sticker.. Razz

I think I will switch the shields back to a reasonable amount. I guess it would make more sense to adjust the dmg of capship weapons that way smaller ships would still have a chance and regular M2s just won't be that effective against other M2s..but no need to worry about that now.

A Boron ship? Not that I have anything against them, but I don't think they would come up with something like that. "we're so peaceful and happy..look at our new ship it will hunt you down and atomize you if you just kill ONE spacefly" xD But I have to admit it really looks just a bit Boron near the bottom, because of the curved shape there.

Quote:
To be a OMG badass-ship is a bit too small imho, the split Python (and Raptor and Elephant) are the smallest capitals of the game. (look at my ship size comparison in my sig.)

I know I used the Python as reference, its a bit smaller but shouldn't have that much less volume. If it turns out to small. I can always scale it up a bit, but I don't think that ships have to be huge to be better.^^


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PostPosted: Tue, 28. Jul 09, 17:04    Post subject: Reply with quote Print

Quote:
"we're so peaceful and happy..look at our new ship it will hunt you down and atomize you if you just kill ONE spacefly"


yep. Very Happy never seen a Ray that shoots 24 PPC on a enemy? and a 12-PPC Thresher? and a Missile-barraging Kraken?
They are quite powerful, even if they talk sweet they still hit hard.

a tutorial that can help you... http://after-domination.net/phpbb3/viewtopic.php?f=67&t=31&start=0

Quote:
can always scale it up a bit, but I don't think that ships have to be huge to be better

as I said... that is a little bigger than a M7... have you seen the bigness of a Thresher? and the Ray dwarfs the Thresher!
If it is a M2 it should be bigger... unless you want to create another Boreas-like M2.


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PostPosted: Tue, 28. Jul 09, 17:16    Post subject: Reply with quote Print

You can only have 7 cockpits/turrets, period.

That said, you can have up to 12 guns per turret (but there's a 72-gun limit). Which is ok with capital ships, as the front (main cockpit) is rarely armed.

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