WYRDYSM GAMES

Home of Battleships Forever
It is currently Wed Dec 13, 2017 10:35 pm

All times are UTC + 8 hours




Post new topic Reply to topic  [ 52 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
 Post subject:
PostPosted: Thu Mar 06, 2008 9:43 pm 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Wed Jan 30, 2008 8:22 am
Posts: 1032
ASM's Tip

When building a realistic ship...

When picking the loadout for a ship, think about what the ship should actually do beyond PD, Carrier, Gun Platform. Does it work with other ships? If so what other ships? Very few naval vessels are meant to be used alone. Some ships carry long range weapons for bombardment, other carry short range weapons to fend off close attacks to other ships, still others carry weapons that are meant to kill other ships.

How far does it operate form base? If its far, you might add storage compartments for food and supplies. Also, smaller ships tend to operate from a larger mothership.

Often, asking a few questions can really help you make a better ship.

Edit: I didn't feel like cluttering this thread up with another post so I'll respond here. It is about aesthetics, a ship should feel and look it it is meant to do its purpose.

Feel free to delete it though, Arc.

_________________
Don’t worry it has airbags.


Last edited by antisocialmunky on Fri Mar 07, 2008 5:17 am, edited 2 times in total.

Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 07, 2008 4:38 am 
Offline
Pseudofeline Overlord
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4034
Location: UK
Keep in mind this thread is for aesthetics/design, not armament/balancing, guys.

_________________
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 07, 2008 5:02 am 
Offline
Rear Admiral
Rear Admiral
User avatar

Joined: Mon Dec 03, 2007 4:32 am
Posts: 852
How to avoid visually bugged doodads (fine in sm3, tilted ingame)

Never use cloning or reparenting on any doodads, for now.

Also, keep in mind that doodads will AUTOMATICALLY be stretched/shrunk, rotated and flipped in the same manner as the parent section when created at the start.


Parenting lines and doodads suddenly disappearing in sm3

Select any random section and spam the DEPTH change key (A/Q) for while until the parenting lines/doodads reappear. You can also use this to temporarily view the HP of a section.


CPU friendly ships

Keep in mind each section, each doodad, each module and each weapon increase the processing power needed for a ship. A ship with 50 sections is about as lag-inducing as a ship with 16 sections, 14 weapons and 20 doodads (when both are idle). Modules and weapons will take additional power when there are targets to track.


Last edited by Squishy on Fri Mar 07, 2008 5:05 am, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 07, 2008 5:40 am 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Thu Sep 27, 2007 2:34 am
Posts: 1214
Normandy's guide to color:

I know I'm definately not the most qualified person to write this, but someone has yet to respond to Arona Daal's request.

Introduction to Color:
Color is used to bring extra flavor and give a feeling of depth to any ship. Even as a small shipbuilder, one finds that proper use of color is incredibly important. Color also relaxes the viewer's eyes, since instead of taking in the whole ship at once, they are taking in small parts of it at a time, gradually processing the whole ship.

(eh, I'll finish it later.)

_________________
Image

tl;dr-ers will be shot on sight.
BSF Wiki
"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)


Top
 Profile  
 
 Post subject:
PostPosted: Fri Mar 07, 2008 6:20 am 
Offline
Pseudofeline Overlord
User avatar

Joined: Thu Sep 13, 2007 10:37 am
Posts: 4034
Location: UK
Since someone (who shall not be named, and the offending post was deleted for just being a restatement of an earlier point anyway) utterly failed at reading;

Arcalane wrote:
Keep in mind this thread is for aesthetics/design, not armament/balancing, guys.

_________________
  /l、
゙(゚、 。 7
 l、゙ ~ヽ
 じしf_, )ノ


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 1:00 am 
Offline
Captain
Captain
User avatar

Joined: Wed Feb 27, 2008 3:23 am
Posts: 284
Location: Poland, Some old closet
Malahite's tip #3
You can have multiple ship maker tools running at the same time. Maximalize one, and keep the second small - great way of checking weapons throughout the fleet and balancing them. Also, this way you can get a glimpse if the ships match each other, and look good together - before even launching the game. This way you instantly can compare any changes made, to see if it still fits the rest of the fleet.


Arcalane wrote:
Keep in mind this thread is for aesthetics/design, not armament/balancing, guys.


This is a thread about good shipbuilding, and balancing is also part of it imo. Anna said he "won't be covering anything on weapon modification or ship balance, as those fields would be better covered by others", and thus I don't understand how a few good tips could not be in here. :roll:

Edit: *unrelated grumble about balancing still being part of shipbuilding, and questions since when someone was declared god all-ruler...* :wink:

_________________
Comrade Malahite
Red Star Navy senior designer

"True beauty lies in the eye of the viewer"
Image
"For all we ought to have thought, and have not thought; all we ought to have said, and have not said; all we ought to have done, and have not done"


Last edited by Malahite on Thu May 08, 2008 2:59 pm, edited 1 time in total.

Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 6:30 am 
Offline
The artist formerly known as SilverWingedSeraph
User avatar

Joined: Wed Sep 26, 2007 8:51 pm
Posts: 3441
Location: Elsewhere
Malahite wrote:
This is a thread about good shipbuilding, and balancing is also part of it imo. Anna said he "won't be covering anything on weapon modification or ship balance, as those fields would be better covered by others", and thus I don't understand how a few good tips could not be in here. :roll:

Because I said they won't. :x This thread is for aesthetics. "Ship balance" is a completely arbitary thing anyway, and this thread and it have about as much to do with each other as water and oil.

_________________
Founder and Event Coordinator for the BSF Beauty Pageant. Founder of the Pseudo-Chainship Project. Admin. Games Master.
Quality Control Enforcer
Gay cute girl and fucking proud of it.


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 6:35 am 
Offline
Rear Admiral
Rear Admiral
User avatar

Joined: Mon Dec 03, 2007 9:51 pm
Posts: 865
Location: Trying to get into someone's panties...
Anna wrote:
and this thread and it have about as much to do with each other as water and oil.


They're both liquids...

... I'll shut up now.

_________________
[THIS SPACE FOR RENT]


Top
 Profile  
 
 Post subject:
PostPosted: Thu May 08, 2008 3:57 pm 
Offline
Rear Admiral
Rear Admiral

Joined: Sun Jan 27, 2008 2:59 pm
Posts: 839
Location: In the Vega star system, monitoring UCM defense movement.
I myself would mistaken this thread for general ship building information, because the title only says "...Good Shipbuilding." For discussing only the appearance of ships, it could say "Guide to Good Ship Design," pointing out to the design of the ship only. It could even become as complex as making guides to weapon design / layouts, or a guide on ship balance with sections on weapon + module design and layouts; merely my opinion.

_________________
The United Commonwealth Military and Spootech Industries joint fleet.
Image

Spootech Industries - The Third Revision, upgrading to the Fourth Revision.

How Spootech Industries came to be as it is now; the history of Spootech Industries ship making.


Top
 Profile  
 
 Post subject:
PostPosted: Fri May 09, 2008 6:22 am 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Thu Sep 27, 2007 2:34 am
Posts: 1214
You know, when the creator of the thread says himself he wants this to be kept to aesthetics, you know, there's some sort of authority in that statement.

EDIT:
Anna wrote:
Note that this thread is primarily concerned with shipbuilding aesthetics.

On the first post. Never edited.

Also, moving these articles to our new wiki ^.^. Credit will be given in a small list at the end.

EDIT3:
Scratch that, too lazy.

_________________
Image

tl;dr-ers will be shot on sight.
BSF Wiki
"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)


Top
 Profile  
 
 Post subject:
PostPosted: Fri May 09, 2008 6:54 am 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Tue Dec 04, 2007 7:31 am
Posts: 1435
@ Norm: ...Wah?

Edit:
I Need a Description for this guide. Go Here to see what I mean. I also feel better if the Writter of the Guide gave it a description other than I.


Top
 Profile  
 
 Post subject:
PostPosted: Sat May 10, 2008 2:37 am 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Thu Sep 27, 2007 2:34 am
Posts: 1214
Yeah, nm there TBE. I'm going to go edit it a little bit, a straight copy/paste doesn't work too well you know.

Also, you shouldn't make the name so large, and use something like http://bsf.wikidot.com/shipbuilder-guide:Anna for a page name. More categorical, more organized.

_________________
Image

tl;dr-ers will be shot on sight.
BSF Wiki
"I have measured your 'fun', and science has quantitatively rated it a three." ~Lord Tim (Data Realms Fan Forums)


Top
 Profile  
 
 Post subject:
PostPosted: Wed May 28, 2008 8:34 am 
Offline
Vice Admiral
Vice Admiral
User avatar

Joined: Tue Dec 11, 2007 1:31 pm
Posts: 1372
Location: Sunny California
ChaosTheory's tip:

Too many weapons makes a ship look unrealistic. Limit yourself to a few very powerful weapons, it looks cooler in battle and in pictures. Secondly, always fit the weapons into your ship's hull. Common techniques are to place GatBlasters on round sections to look like turrets, or to have small indents in an outline to put weapons in. Be creative. A few integrated weapons that look epic are better than hundreds of dull pea-shooters.

[Edit:] Hmm, Master Chief deleted his post.

_________________
Image


Top
 Profile  
 
 Post subject:
PostPosted: Thu Aug 28, 2008 10:49 pm 
Offline
Captain
Captain

Joined: Wed Aug 01, 2007 11:41 pm
Posts: 352
Wicky's Tip
Simple enough, and mostly a help to new builders since most people do it naturally now: Stack modules. Want 8 deflectors? stack them in two groups of 4 for symmetry. Want four nano repairers? Mod one to be as effective, with enough range to cover the ship. Particularly useful on smaller vessels, i.e. stock scale, though also very effective on larger ships.

Stacking modules helps neaten up ships, cleaning up internal lines and minimising that blue glow they give off so it doesn't interfere with your colour scheme/obscure details. Turn your modules into a neat aesthetic feature, not an all-obscuring eyesore.

_________________
Terran Republic

HW2 Hiigaran Navy


Top
 Profile  
 
 Post subject:
PostPosted: Thu Oct 23, 2008 9:38 am 
Offline
Ensign
Ensign

Joined: Thu Oct 23, 2008 9:28 am
Posts: 6
Location: the pit of eternal doom
This would have been helpfull if i had seen it before i laerned it the hard way.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 52 posts ]  Go to page Previous  1, 2, 3, 4  Next

All times are UTC + 8 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group