I have actually been considering such modification aspects, but it's hard to figure out how to make it work well right now, without overcomplicating things.jwa8402 wrote:Ninja counterstrike: I like the idea of modular building. If something like this got into the metagame, it would be neat for mercs to customize their ships based on their missions; assault//salvage/capture/escort duty. Very realistic to what they are doing with modern warships.
From the guy who put the A to the Symmetry - update 8/July
Moderators: th15, Moderators
Well it shouldn't require much besides figuring the cost to buy such an accessory. As far as balancing, it would simply be less or better armed based on what the module is. If its an escort module loaded with point defense, it would be strong v fighters and weak v capitol ships. If its a mining module for extra money on the side, it would be weaker all around and require escorts. Siege could grant weapons beyond the threat level but slow the ships speed or something. Meh, guess that would require some balancing, but I'm sure you'll figure out something. Unfortunately it would also require the majority of the ships to be built in vVhorpax's style...
Theese are some really nice ships, inspired me to have a go at building some stuff again, also the missile pods are really cool.
Also Arc, couldnt you for customisable modules just have say a 16 x 16 square section that you put whatever the module is on, making sure all modules are roughly equally useful.
Also Arc, couldnt you for customisable modules just have say a 16 x 16 square section that you put whatever the module is on, making sure all modules are roughly equally useful.
It´s more a thing of extra inventory managment. See you have your basic BS in my example, if you would upgrade it with some sort of point defence module, why would it´s strength against other ships drop, it´s an upgrade not some sort of downgrade for the ship. It´s cost would be higher though. You could change the loadout in a shipyard, if you buy the other module and store the other module there.jwa8402 wrote:Well it shouldn't require much besides figuring the cost to buy such an accessory. As far as balancing, it would simply be less or better armed based on what the module is. If its an escort module loaded with point defense, it would be strong v fighters and weak v capitol ships. If its a mining module for extra money on the side, it would be weaker all around and require escorts. Siege could grant weapons beyond the threat level but slow the ships speed or something. Meh, guess that would require some balancing, but I'm sure you'll figure out something. Unfortunately it would also require the majority of the ships to be built in vVhorpax's style...
Of course the ship had to be designed in such a way and not every ship is designed with such possibillitys. I had this in mind for this ship to create a versatility without creating a "forced" variant of the same ship, it´s like the modules in HW2 only at an larger scale.
Ninja edit:
I think I have an idea for the battledamaged armor....
From looking at the ship, I think a good part of the clutter comes from those armor plates (?) If they are armor plates. . . So I would suggest perhaps adjusting the plates or removing some/ combining some to give the illusion of not as much clutter. THough the ship to me looks like a big rectangle :/ I like your others more though this one is nice.
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Re: From the guy who put the A to the Symmetry
Your ships... have a very interesting (and unusual) style. I find them odd, to be perfectly honest (no offence).
Take the third ship for example. The blue sections look pretty cool but they kinda look... unrealistic, in the way they've been placed on the ship, and the way the sections underneath have been shaded don't help either
And can I ask whether those three ships are separate from each other, or are you showing the different stages of its development?
Take the third ship for example. The blue sections look pretty cool but they kinda look... unrealistic, in the way they've been placed on the ship, and the way the sections underneath have been shaded don't help either

And can I ask whether those three ships are separate from each other, or are you showing the different stages of its development?
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Re: From the guy who put the A to the Symmetry
Imaillusion, please, take a few seconds, browse back through his earlier pages and see, he's a guy far above your level of building, and yes, if vVorphax's building style is still the same, they should be shots of a WIP of internals of a ship, each showing what has been added, its quite a cool building style.Imaillusion wrote: And can I ask whether those three ships are separate from each other, or are you showing the different stages of its development?
Now to comment on the actual ship, glad to see you back at the game, and I certaintly like were you are going with this design, particulairly like the sensor outrigger, or whatever it is.
The ship looks a bit fat right now, but i'm guessing that your going to expand it a bit, its certaintly not clutter, it just looks fat.
Hope to see an update soon, like were you are going with this design
Nothing is forever. It can't be. 'Cause everyone changes.

Whether they want to or not, they need to change. Myself... Even you!

Whether they want to or not, they need to change. Myself... Even you!
Re: From the guy who put the A to the Symmetry
Finished my new toy.