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5th, 6th and 7th ships but first fleet. Need comments.

Posted: Tue Jan 27, 2009 10:24 am
by EadTaes
Well very knew to BF and after reading some of the info pages and how tos i decided to make ships 5, 6 and 7 a small fleet pack. One Battleship, one Destroyer and one Frigate.

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First up, The Kira Class Battleship, This puppy is all about heavy damage onto the target and heavy tanking power. It's Slow and no very maneuverable it's meant to face the enemy and pummel them. But it's sides and rear are chewy and soft.
Weapons:
4x Twin Laser
2x PointRocket
4x Blaster was 6x
2x GatBlaster
4x Flak Gun was 10x
2x Shock Beamer was 4x
4x Pulse was 6x
Modules:
4x TrusterEx
4x AegisDeflector
4x Deflector
2x Booster

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2nd up, The Heracles Class Destroyer, This ship was design with only one role in mind, overwhelm the enemy's point defense systems to allow for more hits to get trough from the larger ships in the fleet. Flood the enemy with targets until their cpu's fry. In addition to providing support via repair systems and defense turrets
Weapons:
4x Balster
4x Flak Gun
2x PointRocket
2x MiniMissile was 4x
Modules:
2x Deflector
2x Booster
4x TrusterEx
1x PlateformDeployer
2x NanoMatrix

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Last but not the least, The Kronos Light frigate. Agility and speed at the expense of armor makes this craft fragile but it sports heavy weapons. This ship will always seem to flank or hit the enemy in the rear always searching to slip shots into witch ever weak spot it may find. The Dieterling only serve this craft in avoiding certain death or giving certain death.
Weapons:
2x Blaster
1x HeavyMissile
Modules:
3x TrusterEx
1x Dieterling



New Work in progress: Planet killer Dreadnought.
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This Guy is meants to be the lord of the fleet and the guy you fear if it flies over your sky with hostile intent.

Take note the ship is likely to double in length and triple in with pending completion.

Weapons:
1x City Razer Beam (Confirmed)
Demiter Pod lunchers (6-10)
Twin Laser (6)
Flak (10+)
GatBlaster (±12)
Blasters (maybe)
Heavy Missile lunchers of some sort (to be decided)
Modules:
Currently unknown but aegis and standard deflectors are confirmed present.


Comments suggestion ideas and how to tips welcome.



Balance notes:
10 Kronos Frigates kills 1 Kira Battleship
5 Heracles Destroyers kills 10 Kronos Frigates.
1 Kira Bettleship kills 5 Heracles Destroyers.

Posted: Tue Jan 27, 2009 10:40 am
by ODST
Eh.

It's... not that great...

First! I suggest you smooth out the outline of your ships. They're really jerky and eye-jarring and weird. Second, reduce the amount of weapons. They look spammy as they are right now. If you want to keep power, mod them to be stronger.

Also, you might want to put something in front of the core section on that bottom ship of yours. Or it'll get pwned hard.

Posted: Tue Jan 27, 2009 12:04 pm
by EadTaes
1) Smooth the outline okay, witch ones and how?
2) Jerky yeah only 5 hours of playing with editor, they are my 5th 6th and 7th ship ever. That's gonna improve with time.
3) But I like the amount of weapons i don't want big bangs, I want lost of fireworks. Lots of lights animations ect. I actually nerf weapons in order to have more effects.
4)Light frigate is a light frigate not meant to take hits. So it's kinda into the idea to make it weak.



5)Also i notice sometimes in battle weapons will remain even if the section is destroyed and sections no longer attached to the ship remain when they should have been destroyed as well. I figure it has to do with the lines but how to i control them?

Posted: Tue Jan 27, 2009 12:37 pm
by ODST
1. jerky-ness can actually look good, if done properly. You have it mixed up with smooth sections. If you have right angles at the edges of your ship, it's probably a good idea to put a section with flat sides under those points, to give your ship an overall better, more "assembled at a commercial shipyard" feel.
2. Point.
3. Mod the weapons so they shoot a lot of ordinance.
4. So it's a long range bombardment ship? Whatever the case, it still doesn't look good with nothing in front of the core.
5. You parented your weapons incorrectly. They should be parented to the section they're above. To check your parenting, hit "P" in shipmaker. A bunch of lines with arrows will appear. The start of a line is at a parent section, while the arrow tip is at the "child" section. To reset the parent of a weapon or section, select the weapon or section, then right click the section you want to attach it to, and select "Set Parent."

Posted: Tue Jan 27, 2009 1:03 pm
by EadTaes
Thanks for the parenting apparently all my weapons were parented to the back of my ship lol. Fixing it. Gonna try modding the weapons See what I can do.

Posted: Tue Jan 27, 2009 2:50 pm
by Lizzie
Those are not that bad looking. Somewhat stock but ok.

Posted: Tue Jan 27, 2009 3:02 pm
by Kane
1)no comment
2)I was the same way (I still am abit), you'll grow out of it.
3)I agree with the person above me, mod the guns!
4)Core exposed is never a good idea, unless it's a patrol ship.
5)Always check your parenting, If you don't we will all laugh at you.

When parrenting think root system, the plant is the core and the sections are the roots. Let it flow, Man!

Posted: Wed Jan 28, 2009 10:26 am
by EadTaes
Well I toke note from what i was told and tried my current best to address my issues. So I updated the new picture and kept the old ones. More comments are required as are tips on how to do things. Are my weapons still spamy? I hope not. Also o left my parenting lines visible for verification and i did notice the small problem on the Kronos, it's already fixed.



Also in the editor no matter how hard i try i can't get into the new models. The thing is my ~ key and an alt activated key. And i don't think the ship builder recognizes this. Their really should and alternative way to get there or a more convenient key used instead.

Posted: Wed Jan 28, 2009 9:29 pm
by Kaelis
EadTaes wrote:Also in the editor no matter how hard i try i can't get into the new models. The thing is my ~ key and an alt activated key. And i don't think the ship builder recognizes this. Their really should and alternative way to get there or a more convenient key used instead.
You mean changing groups? If so, the alternative to pressing ~ is to go into Tools menu and picking '1234 Keys Mode'.

Posted: Thu Jan 29, 2009 2:58 am
by th15
The Kira and Kronos are pretty okay, I'm not so sure about the other one though.

Posted: Thu Jan 29, 2009 7:50 am
by Elias_The_Crimson
I think the shape and outline of the ships looks quite decent, but the ships seem over-equipped with utility modules and large weapons...

Posted: Thu Jan 29, 2009 7:53 am
by Malahite
Dunno why, but the last one's arms remind me of chainsaw swords from Warhammer ;3

A bit simple-blocky for me, but with little work it can be changed. Keep up the good work

Posted: Sun Feb 01, 2009 6:29 am
by EadTaes
Well progress is being made and i still have 3 more ships to do. 2 cruiser/destroyer sized and one carrier that is smaller then this dread.

I think i am beginning to understand what blocky means and my dread if very blocky. How ever i am unsure to to fix blockiness.

Tips and suggestions are needed.

Current progress.
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Posted: Sun Feb 01, 2009 7:30 am
by saded9812
For some reason I just don't like them. :?

Posted: Sun Feb 01, 2009 2:35 pm
by IBurn36360
your gneral shape is...ok, however, you sufer from the same thing I do, bad internals.

try to make your ship into smaler sections and decks in order to clear up the clutter and make it more 3 dimentional, use color shading to further the effect. (And for those about to flame me, THAT is why I disappeared)