Old Official Ship Ideas Topic
Moderators: th15, Moderators
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- Commodore
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Come to think of it, those two designs aren't too bad. It has less overall weapon power than other battleships due to the way it's weapon arcs are spread out, but the fact that it's structure makes it difficult to attack effectively and it's ability to effectively defend itself from all angles makes up for this.
I think TH15 could create something like this as a 'light battleship' style design...
I think TH15 could create something like this as a 'light battleship' style design...
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- Commodore
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- Rear Admiral
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- Lieutenant
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Afraid not, I played Infantry under the name "Custodian" because TranquilRage was taken. But i did know and chat to the guy. Its such a shame that SOE screwed the game so hard.th15 wrote:Hello, by any chance, are you the same TranquilRage that played Infantry?
You can also find me in Subspace AKA Continiuum, generally in TrenchWars
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- Lieutenant
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Just goes to show its a small small world.
P.S. I still play subspace when I get bored with other games Its the ONE game I keep coming back to, even after all this time. Good work on BF though. I had envisioned a SciFi RPG with modular ships, where each module has colour coded attachment points for other modules, weapons etc. Then with a basic set of themed modules, whole navies can be put together. And it allows a huge amount of customisation for the player. I nearly have the ship builder finished if you want to try it at some point. The Monoliths above are based on 2D versions of what would be very powerful ships in 3D. and made of only 3 primitives.
P.S. I still play subspace when I get bored with other games Its the ONE game I keep coming back to, even after all this time. Good work on BF though. I had envisioned a SciFi RPG with modular ships, where each module has colour coded attachment points for other modules, weapons etc. Then with a basic set of themed modules, whole navies can be put together. And it allows a huge amount of customisation for the player. I nearly have the ship builder finished if you want to try it at some point. The Monoliths above are based on 2D versions of what would be very powerful ships in 3D. and made of only 3 primitives.
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- Commodore
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- Lieutenant
- Posts: 32
- Joined: Mon Jul 23, 2007 3:56 am
BTW, any chance of the following?
1) Adding all the other weapons to the ship maker.
2) Allowing us to set the AI range to negative numbers.
3) Allow us to set an approach offset angle and range, so we can design ships that will flank an enemy.
4) Weapon: Nutcracker Torpedoes: That penetrate quite far into the enemy vessel. Make them slowish, adjusted for balance. Punish specialist ships without point defence. Bounces off Shielded sections.
5) Weapon: Harpoon: Although short ranged, would allow one ship to tether another, acceleration would determine the winner. Would handicap shielded ships. Bounces off Shielded sections.
6) Special: Point Singularity Generator: Creates a small blackhole for a short period of time, effects all projectiles and ship movement.
7) Replace deflectors with something else (Molecular Binders). Then introduce "Gravetic Deflectors" that bend away incoming shots. Wouldn't be much good against something coming right at you, but in the middle of a fight might make all the difference if you are being pounded with strays or inaccurate weapons.
8) Weapon: Lance: Beamer that doesn't strafe the enemy hull, high damage to specific modules.
9) Special: Chaff Launcher: Fires many many small harmless objects in an attempt to overwhelm point defences.
10) Assign a points cost to hull modules, weapons and specials. I know this is a tall tall order, but it would help balance ship designs. If someone designs the perfect ship, it should not be penalised for being to good by saying "It can't beat 2 of X or its over powered". Good design, flexibility and cunning should not be punished for being effective.
I have other ideas on balance mechanisms that I will expand later.
11) Weapon: Demeter Rack: Like a Demeter launcher but that charges up over time and holds 3 Demeter drones. Over all lower reload rate than the normal version but higher burst damage.
12) Weapon: Defence Charges: AoE point defence, needs heavy balancing.
1) Adding all the other weapons to the ship maker.
2) Allowing us to set the AI range to negative numbers.
3) Allow us to set an approach offset angle and range, so we can design ships that will flank an enemy.
4) Weapon: Nutcracker Torpedoes: That penetrate quite far into the enemy vessel. Make them slowish, adjusted for balance. Punish specialist ships without point defence. Bounces off Shielded sections.
5) Weapon: Harpoon: Although short ranged, would allow one ship to tether another, acceleration would determine the winner. Would handicap shielded ships. Bounces off Shielded sections.
6) Special: Point Singularity Generator: Creates a small blackhole for a short period of time, effects all projectiles and ship movement.
7) Replace deflectors with something else (Molecular Binders). Then introduce "Gravetic Deflectors" that bend away incoming shots. Wouldn't be much good against something coming right at you, but in the middle of a fight might make all the difference if you are being pounded with strays or inaccurate weapons.
8) Weapon: Lance: Beamer that doesn't strafe the enemy hull, high damage to specific modules.
9) Special: Chaff Launcher: Fires many many small harmless objects in an attempt to overwhelm point defences.
10) Assign a points cost to hull modules, weapons and specials. I know this is a tall tall order, but it would help balance ship designs. If someone designs the perfect ship, it should not be penalised for being to good by saying "It can't beat 2 of X or its over powered". Good design, flexibility and cunning should not be punished for being effective.
I have other ideas on balance mechanisms that I will expand later.
11) Weapon: Demeter Rack: Like a Demeter launcher but that charges up over time and holds 3 Demeter drones. Over all lower reload rate than the normal version but higher burst damage.
12) Weapon: Defence Charges: AoE point defence, needs heavy balancing.
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- Commodore
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I know TH is working on this...Adding all the other weapons to the ship maker.
I'm sorry, what?Allowing us to set the AI range to negative numbers.
Good idea. Like the alien raiders do...Allow us to set an approach offset angle and range, so we can design ships that will flank an enemy.
Hmm... I'm not too sure about this one... maybe...Nutcracker Torpedoes: That penetrate quite far into the enemy vessel. Make them slowish, adjusted for balance. Punish specialist ships without point defence. Bounces off Shielded sections.
Sounds a bit like the magnetic grappler the Enterprise NX-01 uses in Star Trek: Enterprise. We already have the grav beam though...Harpoon: Although short ranged, would allow one ship to tether another, acceleration would determine the winner. Would handicap shielded ships. Bounces off Shielded sections.
Did you rip that off from the new Starcraft game? Sounds like it could be fun though...Point Singularity Generator: Creates a small blackhole for a short period of time, effects all projectiles and ship movement.
You seem to have a real thing for things bouncing off other things. Again, we already have something similar to that in the flux projector, which stops enemy bullets cold...Replace deflectors with something else (Molecular Binders). Then introduce "Gravetic Deflectors" that bend away incoming shots. Wouldn't be much good against something coming right at you, but in the middle of a fight might make all the difference if you are being pounded with strays or inaccurate weapons.
The railgun does that already...Weapon: Lance: Beamer that doesn't strafe the enemy hull, high damage to specific modules.
This one could have some potential... almost like a physical ECM...Special: Chaff Launcher: Fires many many small harmless objects in an attempt to overwhelm point defences.
TH already tried this but he ultimately didn't bother because he knew people would just abuse it...Assign a points cost to hull modules, weapons and specials.
I don't really see the use...Demeter Rack: Like a Demeter launcher but that charges up over time and holds 3 Demeter drones. Over all lower reload rate than the normal version but higher burst damage.
*Please explain*Defence Charges: AoE point defence, needs heavy balancing.
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- Lieutenant
- Posts: 32
- Joined: Mon Jul 23, 2007 3:56 am
Ok, il just reply in one.
2) If we can set the AI Range to a negative, I think the ship will attempt to fly through the enemy ship. Its that pass through behaviour I want to be able generate. That way small fast ships with fast tracking weapons can strafe the crap out of big slow ones. And being small and nimble has meaning again.
4) Its just another tactical element to add. It WILL have its uses in the right circumstances. Like with the strafing fighters above. Like close range bombers.
5) The grav beam is imprecise. Imagine a shielded tug grappling an enemy battleship and pulling it around so its unshielded side was exposed.
6) No, I love the idea of the Point Singularity weapons in Andromeda, even though the show sucked balls. However they would be far to powerful, but gravetic effects are easy to code and add yet another element to play. Also, i think this should be a non damaging weapon. The point is, the further you fire from the worse you will miss.
7) Its about making the distinction between Absorbing and Deflecting shots. And the different times when they will be effective. You can absorb limited fire well, or reduce the over all amount of fire you receive. they are very different. Imagine a ship that used anti gravetic deflectors to *concentrate* fire onto its shielded sections. Spiffy!
8) The railgun sucks ass though. Also, i think it should be interceptable. It is, by definition, a projectile. I suppose you could up its accuracy and damage a bit. That would work.
11) Demeters do damage over time. A single demeter probably won't get a shot off before PDs cut it up. 2 will do some damage, 5 will do lots. Remember 5 demeters every 5 seconds is NOT the same as 1 every 1 second. This would allow the drones to overwhelm heavily PD'd ships.
12) Point defence weapons shoot down incoming nasties. Why not, then, just nuke a whole cloud of nasties? Even if only to soften them up for the other PD weapons.
2) If we can set the AI Range to a negative, I think the ship will attempt to fly through the enemy ship. Its that pass through behaviour I want to be able generate. That way small fast ships with fast tracking weapons can strafe the crap out of big slow ones. And being small and nimble has meaning again.
4) Its just another tactical element to add. It WILL have its uses in the right circumstances. Like with the strafing fighters above. Like close range bombers.
5) The grav beam is imprecise. Imagine a shielded tug grappling an enemy battleship and pulling it around so its unshielded side was exposed.
6) No, I love the idea of the Point Singularity weapons in Andromeda, even though the show sucked balls. However they would be far to powerful, but gravetic effects are easy to code and add yet another element to play. Also, i think this should be a non damaging weapon. The point is, the further you fire from the worse you will miss.
7) Its about making the distinction between Absorbing and Deflecting shots. And the different times when they will be effective. You can absorb limited fire well, or reduce the over all amount of fire you receive. they are very different. Imagine a ship that used anti gravetic deflectors to *concentrate* fire onto its shielded sections. Spiffy!
8) The railgun sucks ass though. Also, i think it should be interceptable. It is, by definition, a projectile. I suppose you could up its accuracy and damage a bit. That would work.
11) Demeters do damage over time. A single demeter probably won't get a shot off before PDs cut it up. 2 will do some damage, 5 will do lots. Remember 5 demeters every 5 seconds is NOT the same as 1 every 1 second. This would allow the drones to overwhelm heavily PD'd ships.
12) Point defence weapons shoot down incoming nasties. Why not, then, just nuke a whole cloud of nasties? Even if only to soften them up for the other PD weapons.
The railgun isn't a projectile; its a big bad water gun. It shares the properties of both projectiles and beams since it has instant impact damage but is non-interceptable.
I'll implement a few options for ship AI, namely negative AI Range (that's a pretty good idea), AI mode settings (allowing you to use the alien raider's flanking AI), and AI targeting settings (there's an alternate targeting mode that uses less CPU but only targets the nearest ship, making it good for small ships with few guns all pointed the same way).
I'll implement a few options for ship AI, namely negative AI Range (that's a pretty good idea), AI mode settings (allowing you to use the alien raider's flanking AI), and AI targeting settings (there's an alternate targeting mode that uses less CPU but only targets the nearest ship, making it good for small ships with few guns all pointed the same way).
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- Lieutenant
- Posts: 32
- Joined: Mon Jul 23, 2007 3:56 am
That's totally cool, its your game and your call and I thank you. However, back on topic. Has anyone else play tested those ships?
I also have designs that im balancing for
Bulwark : Shieldwall
Meteor : Light Cruiser
Megalith A : Heavy Battleship
Megalith B : Heavy Carrier
Megalith C : Command Carrier
Obelisk A : Light Destroyer
Obelisk B : Heavy Destroyer
Obelisk C : Drone Destroyer
Sentinel : Point Defence and Repair Ship
Reaver : Gunship
and then some miscellaneous designs currently named...
Scarab
Arachnid
Hammerhead
Shard
Piledriver
Resilient
and finally alien battleships
Broadsword
Warhammer
Flail
Longbow
I also have designs that im balancing for
Bulwark : Shieldwall
Meteor : Light Cruiser
Megalith A : Heavy Battleship
Megalith B : Heavy Carrier
Megalith C : Command Carrier
Obelisk A : Light Destroyer
Obelisk B : Heavy Destroyer
Obelisk C : Drone Destroyer
Sentinel : Point Defence and Repair Ship
Reaver : Gunship
and then some miscellaneous designs currently named...
Scarab
Arachnid
Hammerhead
Shard
Piledriver
Resilient
and finally alien battleships
Broadsword
Warhammer
Flail
Longbow
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- Commodore
- Posts: 534
- Joined: Thu Jun 21, 2007 12:39 pm
Well, in addition to the hull deisgn not really being to my taste, the monoliths are overpowered with their excellent speed and manuverability (for a battleship), four point massers, six heavy weapons and a nano/lancet module. My advice... remove the specail modules and tone the massers down to particle guns. Then you'll start to be on the right track in terms of balancing...