Search found 659 matches

by vidboi
Thu Apr 01, 2010 1:28 am
Forum: Custom Designs & Ships
Topic: Insane CAT Ships
Replies: 104
Views: 27320

you could try adding a smaller thruster either side (and underneath) the main thruster, I reckon that would work. the second design is favourite btw
by vidboi
Thu Apr 01, 2010 1:27 am
Forum: Custom Designs & Ships
Topic: IFNC 7th Fleet (updated 03/06 - carrier refitted)
Replies: 99
Views: 33914

seriously? i thought it was pretty balanced and not really that overpowered, compared to metagame ships it's not that powerful for it's class. overpowered is the battleship I created using the same sprites, it can take out heavy battleships in single hits... (but i messed around with the sprites so ...
by vidboi
Thu Apr 01, 2010 1:08 am
Forum: Custom Designs & Ships
Topic: IFNC 7th Fleet (updated 03/06 - carrier refitted)
Replies: 99
Views: 33914

yeah, the lack of detail is deceptive. you can use the sections for anything you want, but they're pretty difficult to use differently. all the gimp files are there, so if you want to edit them you can
by vidboi
Thu Apr 01, 2010 1:07 am
Forum: Custom Designs & Ships
Topic: Insane CAT Ships
Replies: 104
Views: 27320

my computer won't let me view the first one (damn parental controls... ><) but I think you should make the tail section bulkier. try using two thrusters instead of one
by vidboi
Thu Apr 01, 2010 12:06 am
Forum: Custom Designs & Ships
Topic: IFNC 7th Fleet (updated 03/06 - carrier refitted)
Replies: 99
Views: 33914

yeah I've got plenty of ideas. I've currenty made designs for a light carrier based on the tesla hull, a light cruiser and a support frigate. I've made a pretty decent fighter that I'll post with the carrier. I'm also working on concepts for larger vessels (I need a big gunned battleship just for th...
by vidboi
Wed Mar 31, 2010 12:57 am
Forum: Ship Archive
Topic: CE's occasional shipbuilding.
Replies: 70
Views: 75431

i like what you've done with the archer-class, the second is definately a big improvement and it was pretty good to start with! the trebuchet is mainly good, the only problem that i think you chould fix is that the missile pods look like they've just been bolted onto the sides - it doesn't flow prop...
by vidboi
Tue Mar 30, 2010 3:13 am
Forum: Ship Archive
Topic: Ships of the Royal Manticoran Navy
Replies: 30
Views: 33634

i think that you should spent some more time thinking about the design of your ships before you start building them. right now they all look too symmetrical, you should try and give them a direction. also add some more variation to the shapes and sections used
by vidboi
Tue Mar 30, 2010 12:56 am
Forum: Custom Designs & Ships
Topic: IFNC 7th Fleet (updated 03/06 - carrier refitted)
Replies: 99
Views: 33914

thanks. the colour change looks better in game, as the pure grey looks slightly red tinted and the blue looks more like the grey in ship maker. see the picture below, where I used a blue background instead of green. http://fc09.deviantart.net/fs71/f/2010/088/8/8/DD_Tesla_V4_by_IND1GOblue.png update ...
by vidboi
Sun Mar 28, 2010 7:15 am
Forum: "Metagame 2.0" Planning
Topic: Spaceship Design Rules v3.16
Replies: 202
Views: 99353

yeah just realised it's meant to be dev+1 in the formula (it is in the spreadsheet) i might root that as well. note - i will root that! the clipsize is meant to reduce the cost for weapons like vulcans as they were getting scores in the thousands for basic weapons. i was thinking that with this syst...
by vidboi
Sun Mar 28, 2010 2:52 am
Forum: Custom Designs & Ships
Topic: Insane CAT Ships
Replies: 104
Views: 27320

you could try changing the sprite. make the rotor blades blurs rather than solid, it'll look a lot better
by vidboi
Sat Mar 27, 2010 5:54 pm
Forum: Custom Designs & Ships
Topic: IFNC 7th Fleet (updated 03/06 - carrier refitted)
Replies: 99
Views: 33914

update 27th march: old: http://fc08.deviantart.net/fs71/f/2010/071/a/6/DD_Tesla_IFNS_Stormclad_by_IND1GOblue.png oldish: http://fc02.deviantart.net/fs70/f/2010/080/6/c/DD_Tesla_V2_by_IND1GOblue.png new: http://fc00.deviantart.net/fs71/f/2010/086/c/b/DD_Tesla_V3_by_IND1GOblue.png almost finished now....
by vidboi
Sat Mar 27, 2010 2:18 am
Forum: "Metagame 2.0" Planning
Topic: Spaceship Design Rules v3.16
Replies: 202
Views: 99353

oh i get it so range is distance from centre of explosion. got it.

I think then thas replacing the average explosion damage formula should work.

EDIT: spreadsheet for balance calculations
by vidboi
Sat Mar 27, 2010 1:17 am
Forum: "Metagame 2.0" Planning
Topic: Spaceship Design Rules v3.16
Replies: 202
Views: 99353

so the damage is dmg = bullet.l_damage*(cos(range*pi/l_exprange2)*0.5 + 0.5) i think that would be damage = bullet [explosion?] damage * (cosine(range[forplasmatorps?] * pi / explosion range [radius?] [distance from centre of explosion?] [^2?]) * 0.5 + 0.5) what does the l_ before dmg and exprange m...
by vidboi
Thu Mar 25, 2010 4:05 pm
Forum: "Metagame 2.0" Planning
Topic: Spaceship Design Rules v3.16
Replies: 202
Views: 99353

yeah it's the beam's range that I use for bullet speed. i may need to change the formula for it, but then again beams can be very deadly, and you can't intercept them either... for beams use the duration as clip size I've just realised I missed out the explosion radius from the formula. it should be...
by vidboi
Thu Mar 25, 2010 1:26 am
Forum: "Metagame 2.0" Planning
Topic: Spaceship Design Rules v3.16
Replies: 202
Views: 99353

seeing as there is probably going to be lots of custom weapons in the metagame, i think it would be a bad idea to set definative stats for wepons, rather limits to stats that can be changed due to technological advancements. i've been working on a calculator to set a value for custom weapons (mass r...