Kalaris Trade Combine/ Taaluurm-Nrycx/Alcrus Empire (p3)
Moderators: th15, Moderators
I like the fighters, they look great, but again, they don't fit with the rest of the fleet at all. They look, at least to me, smooth and almost curvy, and a lot more high tech then the rest of the fleet. Perhaps more detail would help, but I really can't say. Have you tried making them asymmetrical?
I'm gonna playtest them soon (probably), I'll have more for you then.
I'm gonna playtest them soon (probably), I'll have more for you then.
I like the look of the enemy... very alienish, looks kinda like a spider. On the asymmetrical fighter, i think it's because part of it's pushed back. IMO I think it would look better if both sides were even... if still asymmetrical. If you get my meaning.
It's not my fault I can't take your post seriously.
- Corporal Jomn
- Captain
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The enemy looks nice and insecty, and good for the most part. It's a bit flimsy in places (namely top and bottom wing pod struts), and the engines (and for that matter the whole rear) don't really fit (the engine sprites don't work well in with the ship in my opinion), it should also (maybe) have some glowy circles so it fits with the rest of the ship.
The colour scheme reminds me of Eri's Vasravanna (probably misspelled that) and co. for obvious reasons, which is most certainly a good thing.
You're right, the symmetrical bomber looks a lot better. If you try another assymetrical one, I recommend making its assymetry a little less glaring, more like the capital ships rather then the frigates.
Finally, I said I'd playtest them and I did. Some of the balancing seems a little weird, for example, gunship seems useless, it's not fast enough to avoid shots, doesn't dish out much damage, and can't really tank. And the two attack frigates seem to be armed with the same main weapon, with a different sprite (I'm sure there are subtle differences, but I didn't notice them).
The big ships are awe inspiring to see, but seem kind of useless, they take half an hour to kill each other, because their weaponry is too weak. The scatter blasters are fine, but really, the only cap ship weapons that seem to actually do damage are the explosives. The Torps are fine, but the battlecruiser's main cannon seems to have a ridiculous reload. The main blaster guns do little damage, and don't fire quickly enough to make up for it.
Note that this is all my interpretation of balancing, if that's the way you want the fights to be, then ignore the last couple of paragraphs.
Also, why are almost all of the weapons blasters or blaster style, it was rather disappointing to see gun batteries firing stock coloured, stock looking blasters, a few custom sprites would help spice things up.
Also, your carrier deployers are bust, you'll want to redo them.
That's just about everything, sorry for the (semi) wall of text.
The colour scheme reminds me of Eri's Vasravanna (probably misspelled that) and co. for obvious reasons, which is most certainly a good thing.
You're right, the symmetrical bomber looks a lot better. If you try another assymetrical one, I recommend making its assymetry a little less glaring, more like the capital ships rather then the frigates.
Finally, I said I'd playtest them and I did. Some of the balancing seems a little weird, for example, gunship seems useless, it's not fast enough to avoid shots, doesn't dish out much damage, and can't really tank. And the two attack frigates seem to be armed with the same main weapon, with a different sprite (I'm sure there are subtle differences, but I didn't notice them).
The big ships are awe inspiring to see, but seem kind of useless, they take half an hour to kill each other, because their weaponry is too weak. The scatter blasters are fine, but really, the only cap ship weapons that seem to actually do damage are the explosives. The Torps are fine, but the battlecruiser's main cannon seems to have a ridiculous reload. The main blaster guns do little damage, and don't fire quickly enough to make up for it.
Note that this is all my interpretation of balancing, if that's the way you want the fights to be, then ignore the last couple of paragraphs.
Also, why are almost all of the weapons blasters or blaster style, it was rather disappointing to see gun batteries firing stock coloured, stock looking blasters, a few custom sprites would help spice things up.
Also, your carrier deployers are bust, you'll want to redo them.
That's just about everything, sorry for the (semi) wall of text.
The problem with the asymmetric strikecraft is that you just hacked one wing off and replaced it with another, which - from a 'realism' PoV - would throw off the craft's center of gravity and thus make it a lot harder to fly properly. The entire thing should incorporate asymmetry somehow, and ideally come out looking balanced despite that.
Center of gravity is still massively important whether you have a gravitational field to deal with or not. For one, a well-placed center makes maneuvering and maintaining one's orientation a whole hell of a lot easier. Also, how do you know there's no gravity? Space fighters could be used in planetary orbit just as readily as they could in deep space.Homer wrote:Besides you have no gravity so how does it affect it?
"Okay. I'm gonna get your money for ya. But if you don't get the President of the United States on that phone, you know what's gonna happen to you?"
"What?!"
"You're gonna have to answer to the Coca Cola company."
"What?!"
"You're gonna have to answer to the Coca Cola company."
Why do you repeatedly insist on talking with your ass? Go find a pencil. Set it on a table. Take your finger and press the eraser down into the table. Now take your other hand and try to push the pencil across the table by applying force to its center point (or thereabouts).Homer wrote:Space fighters aren't even that realistic to begin with. >.> Besides you have no gravity so how does it affect it?
See what happened? One side moved disproportionately to the other side. By pressing down on the eraser, you're increasing the downward force on that point. Since the downward force is, in an ideal situation, typically just gravity, and the force of gravity is determined by Earth's gravity and the mass of the object, you are emulating the effect of increasing the pencil's mass at that point. So you are simulating a pencil that's heavier on one side than the other. If this pencil was a space ship, with one half heavier than the other, applying a force at a given point (what a thruster/engine would do) like you did with your hand that wasn't pressing on the eraser would cause the ship to spin much like your pencil. Only it would be worse because once it started, you'd have a hell of a time getting it settled back down.
On Topic:
I really, really like the "enemy" ship. I'd say it's easily my favorite of everything you've got in this thread. Looks rather like a tarantula.
EDIT: Ninja'd.
I didn't mean like earth I meant like middle of nowhere like gravity say a void >.> I need to define more.. And i was talking in the aspect in asymmetricalility. (is that a word?)Swamp Fox wrote:Center of gravity is still massively important whether you have a gravitational field to deal with or not. For one, a well-placed center makes maneuvering and maintaining one's orientation a whole hell of a lot easier. Also, how do you know there's no gravity? Space fighters could be used in planetary orbit just as readily as they could in deep space.Homer wrote:Besides you have no gravity so how does it affect it?
My sig is under attack by commie mods!
Homer, seriously, please take some physics. Center of Mass (AKA Center of Gravity - center of mass is the proper term) determines the end velocity when force vectors are applied to points on/within the object. It's the point about which the object will rotate when force is applied to the object. It's an effect of inertia.
Oh hurr, Derail. Time for emergency repair.
Balancing:
Yes, the main lasers are underpowered. I've doubled their damage now. I've used blasters for the main weapons as they're the only weapons that don't sound retardedly loud when spammed in those amounts. Mainly though, I was trying to use the old pre-CE style of arming the main batteries while avoiding beams.
The carrier deployers work fine on my end. They point to a subfolder "KTC" inside the main custom ships folder.
Now, onto the main agenda. The enemy.
----
The Taaluurm-Nrycx Colonies
Backstory
An extragalactic species, the Nrycx (called 'Taaluurm' by the Kalarians, meaning 'locust' in the language of pre-unification Kalaris) were once known as the [DATA EXPUNGED], a slave race of the [DATA EXPUNGED]. After the fall of the [DATA EXPUNGED], their race was swiftly reduced to a mere fraction of their former power. The more radical majority continued to carry out attacks against the [DATA EXPUNGED] in futility, though certain splinter groups sought to find a new home, developing technologies to sustain a population while constantly moving from uncharted system to uncharted system.
One such group discovered a strange, unstable jump point. Scouts reported another galaxy with a number of suitable planets, and they mustered their craft and poured through the rapidly destabilizing jump point.
Caught in a separate galaxy, the Nrycx colonization efforts met resistance in the form of the Alcrus Empire. With only a slight technological superiority and inferior numbers, the Nrycx began large scale resource collection in the Telerian Belt. The demilitarized trade-union locals were deemed to be a negligible threat the even undefended mining craft. The locals demonstrated considerable adaptability and ingenuity, however, and their refitted craft began posing a threat to the Nrycx operations.
Non-Combat Craft of the Taaluurm-Nrycx Colonies
Nana'vir-type Freighter
Armament:
2x Plasma Pulse Wave Cannon
A light non-combat craft, the Nana'vir's main role is to ferry filled cargo pods from Nara'eion msterial processors to shipyards, and empty pods back. It is minimally armed, but is fairly maneuverable, allowing it to avoid enemy ships, or attack bulkier targets from weaker angles.
Nara'eion-type Material Processor
Armament:
3x Plasma Pulse Wave Cannon
2x Acid Spitter
A medium sized non-combat craft, Nara'eion-type vessels are essentially mobile refineries. They take raw materials collected by Na'rachid-type vessels and Shuriken drones, and convert them into usable compounds and alloys which it stores in the large pods at the rear of the ship. It can fire its corrosive high-grade industrial solvent in a high-velocity stream as a weapon. (lol)
Na'rachid-type Burst Miner
Armament:
4x Plasma Pulse Wave Cannon
1x Infernal Spear-class mining beam
Na'rachid-type vessels are designed to split medium-size asteroids with its main beam weapon, breaking them into smaller chunks for Shuriken drones to further break up. Its main beam weapon is equally effective against warships.
Nava'ra-type Carrier/Pinnace
Armament:
6x Plasma Pulse Wave Cannon
6x Plasma Charge Launcher
Compliment: 16x Shuriken drone
The Nava'ra is the closest thing to a combat craft the Taaluurm-Nrycx have in their mining operations. Armed with a number of Pulse Wave Cannons and Plasma Charges Launchers, it can also turn its multitude of Shuriken drones against enemy craft. While the drones are ineffectual against smaller craft, and can only minimally damage larger craft, they serve as excellent distractions. It's main role is to serve as a platform for housing and coordinating Shuriken drones.
Shuriken drone
An unmanned melee strikecraft designed to slice things up.
Warships of the Taaluurm-Nrycx Colonies
N'arocha-type Shield Ship a.k.a. Paimon-R
Primary Armament:
8x Infernal Corrupter-class assault beam
1x Hell Storm X-class heavy beam cannon
Secondary Armament:
8x Plasma Pulse Wave Cannon
6x Swarm Rocket Pod
4x Stinger-class anti-fighter missile
Active Defenses:
15x Long Range Flak (not pictured)
Passive Defenses:
2x Shield Generator[8]
The N'arocha-type Shield Ship serves as flagships of the Taaluurm-Nrycx Colonies as they have since the [DATA EXPUNGED]. Originally classified as Heavy Dreadnoughts, the current variation is smaller and less armored than it's ancestor, a reflection of the Taaluurm-Nrycx's lack of raw materials. The three such vessels they possess are completely occupied with the Alcrus Empire's own dreadnought class vessels, and have thankfully never appeared at the Kalaris front. If such a vessel were to make an appearance, its heavy armor and shielding, powerful weaponry, and multiple point defenses would quickly spell doom for the lower-tech Kalaris Trade Combine.
Balancing:
Yes, the main lasers are underpowered. I've doubled their damage now. I've used blasters for the main weapons as they're the only weapons that don't sound retardedly loud when spammed in those amounts. Mainly though, I was trying to use the old pre-CE style of arming the main batteries while avoiding beams.
The carrier deployers work fine on my end. They point to a subfolder "KTC" inside the main custom ships folder.
Now, onto the main agenda. The enemy.
----
The Taaluurm-Nrycx Colonies
Backstory
An extragalactic species, the Nrycx (called 'Taaluurm' by the Kalarians, meaning 'locust' in the language of pre-unification Kalaris) were once known as the [DATA EXPUNGED], a slave race of the [DATA EXPUNGED]. After the fall of the [DATA EXPUNGED], their race was swiftly reduced to a mere fraction of their former power. The more radical majority continued to carry out attacks against the [DATA EXPUNGED] in futility, though certain splinter groups sought to find a new home, developing technologies to sustain a population while constantly moving from uncharted system to uncharted system.
One such group discovered a strange, unstable jump point. Scouts reported another galaxy with a number of suitable planets, and they mustered their craft and poured through the rapidly destabilizing jump point.
Caught in a separate galaxy, the Nrycx colonization efforts met resistance in the form of the Alcrus Empire. With only a slight technological superiority and inferior numbers, the Nrycx began large scale resource collection in the Telerian Belt. The demilitarized trade-union locals were deemed to be a negligible threat the even undefended mining craft. The locals demonstrated considerable adaptability and ingenuity, however, and their refitted craft began posing a threat to the Nrycx operations.
Non-Combat Craft of the Taaluurm-Nrycx Colonies
Nana'vir-type Freighter
Armament:
2x Plasma Pulse Wave Cannon
A light non-combat craft, the Nana'vir's main role is to ferry filled cargo pods from Nara'eion msterial processors to shipyards, and empty pods back. It is minimally armed, but is fairly maneuverable, allowing it to avoid enemy ships, or attack bulkier targets from weaker angles.
Nara'eion-type Material Processor
Armament:
3x Plasma Pulse Wave Cannon
2x Acid Spitter
A medium sized non-combat craft, Nara'eion-type vessels are essentially mobile refineries. They take raw materials collected by Na'rachid-type vessels and Shuriken drones, and convert them into usable compounds and alloys which it stores in the large pods at the rear of the ship. It can fire its corrosive high-grade industrial solvent in a high-velocity stream as a weapon. (lol)
Na'rachid-type Burst Miner
Armament:
4x Plasma Pulse Wave Cannon
1x Infernal Spear-class mining beam
Na'rachid-type vessels are designed to split medium-size asteroids with its main beam weapon, breaking them into smaller chunks for Shuriken drones to further break up. Its main beam weapon is equally effective against warships.
Nava'ra-type Carrier/Pinnace
Armament:
6x Plasma Pulse Wave Cannon
6x Plasma Charge Launcher
Compliment: 16x Shuriken drone
The Nava'ra is the closest thing to a combat craft the Taaluurm-Nrycx have in their mining operations. Armed with a number of Pulse Wave Cannons and Plasma Charges Launchers, it can also turn its multitude of Shuriken drones against enemy craft. While the drones are ineffectual against smaller craft, and can only minimally damage larger craft, they serve as excellent distractions. It's main role is to serve as a platform for housing and coordinating Shuriken drones.
Shuriken drone
An unmanned melee strikecraft designed to slice things up.
Warships of the Taaluurm-Nrycx Colonies
N'arocha-type Shield Ship a.k.a. Paimon-R
Primary Armament:
8x Infernal Corrupter-class assault beam
1x Hell Storm X-class heavy beam cannon
Secondary Armament:
8x Plasma Pulse Wave Cannon
6x Swarm Rocket Pod
4x Stinger-class anti-fighter missile
Active Defenses:
15x Long Range Flak (not pictured)
Passive Defenses:
2x Shield Generator[8]
The N'arocha-type Shield Ship serves as flagships of the Taaluurm-Nrycx Colonies as they have since the [DATA EXPUNGED]. Originally classified as Heavy Dreadnoughts, the current variation is smaller and less armored than it's ancestor, a reflection of the Taaluurm-Nrycx's lack of raw materials. The three such vessels they possess are completely occupied with the Alcrus Empire's own dreadnought class vessels, and have thankfully never appeared at the Kalaris front. If such a vessel were to make an appearance, its heavy armor and shielding, powerful weaponry, and multiple point defenses would quickly spell doom for the lower-tech Kalaris Trade Combine.
Last edited by Droid on Sun Oct 04, 2009 1:29 pm, edited 1 time in total.