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PostPosted: Mon Jul 02, 2007 11:23 pm 
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Lieutenant, Junior Grade
Lieutenant, Junior Grade

Joined: Sun Jul 01, 2007 2:30 pm
Posts: 10
Location: where ever i want to be
Thanks Th15. Here's anouther ship...Its good against battleships but agianst like 12 #3's and it'll get shredded try to keep it escorted by some patrol craft if your gonna fight smaller ships.

http://s201.photobucket.com/albums/aa20 ... binger.jpg

If you want to try it just goto the Database and get the Harbinger.
enjoy :D

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PostPosted: Sun Jul 08, 2007 1:38 pm 
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Lieutenant Commander
Lieutenant Commander
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Joined: Wed May 16, 2007 1:12 pm
Posts: 68
Location: U.S.A.
I know this is a bit spam like but I thought it appropriate to post this in my thread and this one for those who don't check my site or thread. You can find the ships below on my page.

Image

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 Post subject:
PostPosted: Tue Jul 10, 2007 10:27 am 
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Commander
Commander

Joined: Tue Jun 19, 2007 7:40 am
Posts: 121
I made further adjustments to the Thanatos and Hephetus designs, removing the alien section I used and making some minor weapons readjustments for game balance.

EDIT: Here they are

Image

Image


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 Post subject:
PostPosted: Fri Jul 20, 2007 2:39 am 
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Ensign
Ensign

Joined: Fri Jul 20, 2007 2:26 am
Posts: 2
I've been thinking about some ships of a more tactical advantage than just mass fire power, every fairly design ship will have a way of being defeated, so I came up with some ideas.

http://www.wyrdysm.com/battleshipsforever/shipdatabase/uploads/Aegis.shp
This is the Aegis, it is designed to create an area of safety for other ships, slow moving and with not much in the way of attack. It can heal, shield and protect other ships with its large anti weapon system. the ship itself is not too flimsy either.

http://www.wyrdysm.com/battleshipsforever/shipdatabase/uploads/Broadside.shp
This one is called the Broadside, it has no forward facing weaponry to speak of, but instead is used to destroy flanking units to avoid side and rear attacks, anything that tries to slip by your fleet will be shot to peices, leaving the rest of the ships to concerntrate on the enemy infront of them.
Best not ysed in a direct fight as it can be a bugger to target with.

http://www.wyrdysm.com/battleshipsforever/shipdatabase/uploads/Bypass.shp
One of my weirdest designs, the Bypass has only rear facing lasers, but more than enough to take a big chunk out of something. The idea behind this ship is that it flys past its target completely, and once past it doesn't have to turn to fire, leaving the enemy ship completely open for a nasty attack, great against front shielded ships. It moves pretty damn fast but has a slow turning circle, the idea being to get behind as fast as possible taking as few hits as you can.

http://www.wyrdysm.com/battleshipsforever/shipdatabase/uploads/Scattershot.shp
Finally the scattershot, not as much tactical thought on this one, small damage weapons that cover a wide area doing damage to large groups at once, if the scatter shot survives long enough its great at taking out groups, but its isnt particularly strong, so it does tend to fall apart if left undefended.

Screenshots will follow when I can, yes they are damn ugly, but they are functional.


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 Post subject:
PostPosted: Sat Jul 21, 2007 4:20 am 
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Ensign
Ensign

Joined: Fri Jul 20, 2007 2:26 am
Posts: 2
Thats a very vague reply, which ship is over powered and why, in what way? Constructive critism is welcome, that however is bordering on insult. I want them balanced, but I personally don't see whats wrong with them.

http://www.wyrdysm.com/battleshipsforever/shipdatabase/uploads/Switchblade.shp
Switchblade: Battleship, probably needs balancing aswell, but i'm not any good at that it seems, so opinions on this and the other ships would be appriciated, constructive opinions that is.


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 Post subject:
PostPosted: Mon Jul 23, 2007 4:20 am 
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Lieutenant
Lieutenant

Joined: Mon Jul 23, 2007 3:56 am
Posts: 32
Let me know how balanced you think these are please guys and girls.

The basic hull design is the same in each variant. I don't think the number of weapons is excessive in any of the builds, indeed the most powerful part of the design are the armour sections along the outer edges.

Image

Download

Notes:

Monolith A : Heavy Cruiser
The 4 Beamers make up the main armourment. Giving good foward damage. The 2 Tachyon cannon were added to deal with heavily shielded ships.

Monolith B : Assault Cruiser
5 Quad blasters replace the 6 weapons on the other variants. Only 4 of them can be fired at a single target, and only 3 if the target is dead ahead.
This ship has the nano matrix replaced with a Lancet, because they are so damn useful.

Monolith C : Battle Cruiser
Surprisingly effective. With 2 Quad Blasters, 2 Plasma Torp launchers and 2 Tachyon cannons, the mixed shot speed makes point defence weapons go nuts trying to target and re target. Meaning the enemy ship gets a pummeling.

The A and C variants are best used to engage the enemy and pull back before the deflectors fail. They are not love sponges.


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 Post subject:
PostPosted: Tue Jul 24, 2007 2:37 pm 
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Lieutenant
Lieutenant
User avatar

Joined: Sun Jul 22, 2007 2:23 pm
Posts: 25
Location: Hawaii
Hello People, welcome to the showing of a Pretty good Way of killing things.

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Here we have the Miner, Or Miner 409er if you like that better. Its armed with 2 point masters, 4 Mine Lazers, and a Gravity Gun. If you havent Noticed before, I edied the Fireing Arcs on the Lazers. You may be wondering why I did that, And I have the answer: I think Miner ships would have a better time Lazering a Asteroide if it was at point blank range, So it can be cut with better Persition, Or some unlucky ship.

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Aw Great, Some raiders decided to bully me, Fuck this shit, No more running.

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"Get Over Here!"

Yes, I'm useing my Gravity gun to bring that Sorry SOB over here, But for what you ask? I'm Gonga Mine his ass.


Image

Mmmmm.....Tastey!

Image

(it took two trys, But I got that SOB)

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Now time for his brother.

But you get the Idea now, Right?

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 Post subject:
PostPosted: Wed Jul 25, 2007 3:08 pm 
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Lieutenant
Lieutenant
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Joined: Sun Jul 22, 2007 2:23 pm
Posts: 25
Location: Hawaii
Yet Agen, I bring one more ship that I hope makes it into the next Missionsz!

Image

I prezent Colonel Hong's ship - "Steam" *finger wink*

My guess is, after the latest mission you beat with him, Fleet Hq would proboly Promote him and you for a nice job stoping the First half of the Alien attack, and proboly Give him a Better ship to help you with the Alien superweapon seeing how it looks like hes gonga tag along with you.

Image

Hes sure something to fight.

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 Post subject:
PostPosted: Sun Jul 29, 2007 12:35 pm 
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Commander
Commander

Joined: Tue Jun 19, 2007 7:40 am
Posts: 121
Here are some ideas I first put forward in the Hestia Alpha topic. A few are retooled versions of ships that showed up earlier in this thread. I might go back and readjust the weapons loadouts later.

Image

Image

Image

Image

Image


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 Post subject:
PostPosted: Tue Jul 31, 2007 12:07 pm 
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Captain
Captain

Joined: Tue Jul 31, 2007 4:10 am
Posts: 316
Name: Mars Cannon

Class: Battleship

HP: 300

Speed: 0.50

Turning: 0.25

Accelertation: 0.05

Weapons:
10 Beamers
4 Point Masers
4 Point Beamers

Modules:
1 Deflector

AI Range: 700-should be closer to the back of a fleet, protected by nearby ships.

Picture:
Image

All 10 beamers are in a single location, and they have practically no pivot. The way they are, it's like a death beam. This ship should be soley used for long range heavy bombardment, with an abiltiy to tear through anything that's not shielded. Low HP, low manuverability, and lack of any offensive weapons-outside of the beamers-make this very reliant on support from other ships.




Also, now that I think about, this could be the Alien's superweapon. I can easily redo with Alien parts, and tweak it's weaponry a bit. In any case, I uploaded this(as MarsCannon), so you can try it yourself. If it's still unblanced as is, tell me, and I'll try to rectify it. However, it's keeping the Beamers. Also, I'm not sure how to post that code thing for the ship. How do I do that?


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 Post subject:
PostPosted: Wed Aug 01, 2007 6:46 am 
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Captain
Captain

Joined: Tue Jul 31, 2007 4:10 am
Posts: 316
Got it.

Removed the Point Masers, toned down the Beamers to 6. Added two Aegis Deflectors, and another normal part.

Image

Current Stats:

Name: Mars Cannon

Class: Battleship

HP: 300

Speed: 0.50

Turning: 0.25

Accelertation: 0.05

Weapons:
6 Beamers
4 Point Beamers

Modules:
2 Aegis Deflectors

AI Range: 650-should be closer to the back of a fleet, protected by nearby ships.


The Beamers can't be hit unless the added part or any of the AD's are destroyed. However, the parts of the ship where the AD's are connected to(The big blocks on the back corners) are exposed to fire.

If it's too unbalnced, I'll make further changes until it's balanced enough to potentially be in the game.


Last edited by Natch on Wed Aug 01, 2007 10:30 am, edited 1 time in total.

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 Post subject:
PostPosted: Wed Aug 01, 2007 10:10 pm 
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Captain
Captain

Joined: Tue Jul 31, 2007 4:10 am
Posts: 316
...

Okay, nothing I say will convince you. Instead, just download the latest version of Mars Cannon(version 3) and try it out for youself. Go into sandbox mode, and pop one up as an enemy. Try getting it with a Hestia Alpha(ctlr+ins "10") and see what happens.


http://www.wyrdysm.com/battleshipsforev ... rsion3.sbl


It's not as a broken as you think.


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 Post subject:
PostPosted: Thu Aug 02, 2007 3:36 am 
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Commander
Commander

Joined: Tue Jun 19, 2007 7:40 am
Posts: 121
Anyway, I've made some more thoughts, and I've yet again made some adjustments to my Hephestus design:

Image

I replaced the forward point masers with scatterbeams, and adjusted firepower accordingly by downgrading the gatpulse guns protected by the Aegis shield to regular pulse guns. Also note that, except for the tachyon cannons and aforementioned pulse guns, all weapons actually sit outside the Aegis deflectors, which means that while you can't destroy that section, you can still pick off the weapons. Also note that the Aegis deflectors themselves are now much, much more exposed, and the rearward weapons arc has been greatly decreased, now just two scatterbeams, two point masers and coverage from the gatpulse guns which now have 360 degree coverage.


UPDATE:


Image



Because the point masers are more powerful, I've reduced them down to two, and other adjustments.


Last edited by The Infamous RayCav on Sat Aug 04, 2007 2:23 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Aug 03, 2007 12:14 pm 
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Commander
Commander
User avatar

Joined: Fri Aug 03, 2007 11:51 am
Posts: 147
Hi. New here. Both to the game and this forum, so I decided I'd briefly drop by and show off my different ships.

Image
Falcon
Destroyer Class

Weapons:
4 Pulse cannons
2 Gatling blasters
1 Blaster
1 Gatling pulse

Defenses:
3 Point Lasers
2 Deflectors
2 Boosters

Other Stats:
Health: 300
Speed: 8
Turning: 5
Acceleration: 1.5

Overall:
Pros: Fast, high damage, fairly strong against attack.
Cons: Weak against back attacks, Actually somewhat fragile compared to other ships, due to the setup of its different parts.

Image
Swallowtail
Patrol Ship

Weapons:
4 Gatling Pulse
1 Scatter Beam

Defenses:
1 Deflector

Other Stats:
Health: 80
Speed: 5
Turning: 8
Acceleration: 3

Overall:
Pros: Very powerful attacks. Slightly higher than average defense systems than other Patrol Ships. Good at dodging shots.
Cons: Extremely low health.

Image
Wacky Seagull
Battleship

Weapons:
Oh boy... Here we go...
2 4 way blasters
8 pulse cannons
4 gatling blasters
6 lasers
4 demeter pods

Defenses:
3 deflectors
4 Point defense lasers

Other Stats:
Health: 750
Speed: 2.25
Turning: 1
Acceleration: .2

Overall:
Pros: VERY powerful attacks. Fair defenses. High health.
Cons: Easily outclassed by other custom Battleships. Not as tough as others. Quite slow. Maybe not for its size, but slow nonetheless.

Image
Claymore

Weapons:
None!
(1 Lancelet?)

Defenses:
6 Aegis Deflectors
2 Deflectors
2 Nano matrices
1 Point-defense laser
1 Projector

Other Stats:
Health: 700
Speed: 3.25
Turning: 1
Acceleration: .2

Overall:
Pros: Very helpful to other ships on the battlefield. Virtually indestructible.
Cons: Not completley indestructable: Can be killed by Tachyon cannon and by taking out the weak deflectors towards the outside of the hull sections. Has no attack capability.


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 Post subject:
PostPosted: Mon Aug 06, 2007 1:31 pm 
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Commander
Commander

Joined: Tue Jun 19, 2007 7:40 am
Posts: 121
Ok, I made another ship, but...it's not showing up...


Also, in the process of trying to make it show up, I accidentally deleted my avatar :roll:


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