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 Post subject: Rodgun's Ships
PostPosted: Mon Jan 18, 2010 4:30 am 
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Hi. Its been about six months since I downloaded Battleships Forever and in that time, I've experimented on shipmaking alot. So, from the pile of stuff I've been making to compete with my pal Sazabi (who already made a thread like this), here are the ones I consider to be the best of the bunch.

The first two are basically fan-ship attempts at making this ship.
Image
The Delphinus from Skies of Arcadia.

Delphinus: Small Version
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Delphinus: Big Version
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Next is a destroyer with a strong case of aegis fever.

Paladin Destroyer
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Now moving on to SWA parts:

Core Carrier
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This bulky fellow is a lightly armed transport ship who's sole mission is to carry the most essential part of a ship from the factory to the shipyards: The Core.

Roland Fs Frigate
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So I read the most of the things at the Metagame part of the forum and thought "Hey, thats a cool idea." so I decided to follow the guidelines there and try to make an Alliance ship. I was going for a Destroyer and after trial and error, I ended up with this. A Fire Support Frigate equipped with one Battle Cannon on the front, two Heavy Missile Arrays for long-range attack, two Kinetic Cannons and since the last update, only one Flak Battery along with an EMP Cannon to disable enemy ships and fully accomplish its goal of being a support ship. This frigate has high HP and is rather slow, making it best fielded on the back of the fleet where it can bombard the enemy with missiles and kinetic attacks and still be able to survive an enemy attack if the situation turns ugly in order to escape.

Update to the Roland:

Image

Any comments and opinions are appreciated.


Last edited by Rodgun on Mon Mar 08, 2010 4:31 am, edited 4 times in total.

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PostPosted: Mon Jan 18, 2010 6:04 am 
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A few basic beginner's tips: don't use "pure" colors, that is, high saturation red, blue, green, etc. It's painful to look at, and heavily frowned upon.

Also, default zoom is appreciated in general unless the ship is far too big or small for that to work.

Your fanships need work, and aren't great representations of your aim, but are workable. Try to bear in mind the Birds-eye-view of the ship you are replicating. Particularly, the detail of all those upper decks and the bridge, the tail work, and those very short struts which jut out from near the front of the craft (I'm assuming from symmetry that there is one on the other side).

In the way of general shipbuilding, I see a trend of improvement, so I will assume that it will continue and not bother with specific critique unless future work shows any obvious problems.

Not so much a criticism as a suggestion. Don't use a blue grid in the background, it makes the ship's colors show up differently, especially the blue doodads on the back of your Frigate.

Good luck in the future, I hope to see more.


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PostPosted: Mon Jan 18, 2010 10:24 am 
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1. Hmmm, I don't have much of a problem with those colors but ok, will do.
2. Yeah, zooming was needed for the first, fourth and fifth. Those three ain't particularly big so they're hard to see well.
3. Those ones are somewhat old so I'll see how SWA parts work with that design along with newer turret sprites.

Thanks, you'll get to see more.

Also, taking the color advice into account, I updated the Roland. The green sections are darker now, considering that they're on one of the bottom sections (silly me didn't notice). The basic background should make it easier to see as well. Also changed the sprites for the Interceptor Beams since the other ones had centering problems(these ones don't) amd reduced the number of them to five, spread almost evenly across the ship. However, I don't know if to keep the same number or reduce the amount of Flak Batteries there. I mean, I'm basing this one on the whole concept of the Metagame frigates so I'm going for balance and functionality, so I'm not sure if there are too many defenses or not.

Updated:

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PostPosted: Mon Jan 18, 2010 1:27 pm 
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Ah, so much better to look at now. The sprite change on the turrets was a good call.

What you have now is something that I could see becoming a theme for a fleet. Just a humble and hopeful suggestion.

Now, *tag* to anyone else to get involved in this thread.


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PostPosted: Mon Jan 18, 2010 4:05 pm 
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Promising, but try to avoid using too much of Kaelis's "generic 2" sections, otherwise keep it up.

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PostPosted: Mon Jan 18, 2010 7:33 pm 
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Rodgun wrote:
I mean, I'm basing this one on the whole concept of the Metagame frigates so I'm going for balance and functionality, so I'm not sure if there are too many defenses or not.


Way too many. Unless you mean Anti Fighter Beams, that thing is about as legal as a gigantic drug stash. Going by the grid, I think you could get one Interceptor Beam on that thing, but you'd never get two on, let alone five. You've probably got at least one flak battery too many as well. Maybe.

Also, what Jomn said. Too much Generic 2.


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PostPosted: Tue Jan 19, 2010 5:26 am 
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Got it. How's this?

Image

Replaced four of the Interceptor Beams for Anti-Fighter beams and eliminated one of the Flak Batteries. Replaced the four rather than eliminating them right off since, from your post, I understood that such a number was alright for Anti-Fighter Beams Arcalane.

As for the Kaelis Generic 2 parts, I went to see them from the folder they're in and you're right, almost all the parts are from that group. I'll try to increase variety with the parts I use for the next one.


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PostPosted: Thu Jan 21, 2010 7:26 am 
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Well, here is another ship. Since I'm currently lacking originality, or actual time for that matter, I decided to use the same shape as the previous ship to build a medium-sized destroyer (Size: 153.06) so a great resemblance is not a coincidence.

Borges As Destroyer
Image

Here is a zoomed in version if anyone wants a closer look.

As you can see, there are alot of Doodads used in here. The ones on the front and on the sides are just lights. However, the ones on the back have another role to play.
Directly left of the core you can see two parallel lines going over some dots. These two are meant to represent energy going from the core to the engines. From there, the engine area separates into three parts. The central main engine and the two secondary engines. On the center part the two DooSpinners that are over the cyan-colored DooNoises represent the main engine's power relays controlling the flow of energy to the engines so as to prevent an overload. They perform this same action for the adjacent secondary engines. Going further on the main engine, you can see two blue circles before the engine itself, showing that the engine is fully charged and ready for operation. If you see the zoomed in version, you'll see that two blue DooFullLines are spinning in opposite directions on the engine, with a blue DooBlinkFader in between them, showing that the engine is fully operational and on a pre-launch phase, ready to go live at any time. Now, to the secondary engines. No need for excessive explanation here. The Doodads in these ones serve basically the same purpose as the ones on the main engine, though with rectangles rather than circles and without the lines on the engines.

Obviously the weapons haven't been installed yet. Any suggestion on what to add, since its an assault ship, is appreciated as well as criticism.


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PostPosted: Thu Jan 21, 2010 3:05 pm 
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Woah, the last ship is the best, REALLY good usage of pieces and colours, i want to see more ships with that sections, the other ships looks too simple with that sections, anyways Good Work :wink:

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PostPosted: Fri Jan 22, 2010 7:35 am 
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I guess it's ok. The green pieces look like they've just been glued on. Your dark parts are also a tad too dark.


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PostPosted: Fri Jan 22, 2010 8:44 am 
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Noted.

Ok, so I finally decided to arm the Borges. At first I experienced something that can only be expressed as an "Autogun Fetish". However, that was stupid so they were swapped from being the only weapon, to being defensive weapons along with four Anti-Fighter Beams. Furthermore, there is one beam weapon on the front of the ship. Two Automatic Kinetic Cannons are present, along with four Flak Batteries, two Missile Arrays and two Particle Accelerators. I can not help but feel I might have overdone the arming a bit so if I did, do tell. (Still sticking with Meta.)

Borges Assault Destroyer (Armed)
Image

Naturally, the zoomed version.

Armament:
2X Missile Array
-Volley Size: 6
2X Particle Accelerator
4X Anti-Fighter Beam
3X Flak Battery
1X Interceptor Beam
2X Autogun (Pointing to the sides)
2X Automatic Kinetic Cannon (Forward Facing)
1X Medium Beam Emitter

(1) EDIT: By recommendation of the above post, some green sections were turned to grey. However, for the sake of depth, every other color was left intact.

(2) EDIT: I went back and found out my Flak Battery's quantities broke the Threat Limit for a destroyer so the one on the back was swapped by a single Interceptor Beam.

(3) EDIT: So when testing it, I noticed that these ship was too hard to crack and then I realized I don't really know what the hP for such a ship wuld be, nor that of the frigate. Any suggestions?

(4) EDIT: Nevermind the HP issue. Did some research on the existing ship classes and decided on 1400 for the Destroyer and 850 for the Frigate.


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PostPosted: Sat Jan 23, 2010 2:01 am 
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And now, from making a Destroyer to making a Gunship. All in all, this one has like, maybe, six sections used. Anyway, here I present my attempt at a Pirate/Rebel Gunship.

Mistral Gunship

Image

2X Torpedo
2X Light Kinetic Cannon
2X Anti-Fighter Beam
HP: 175
Size: 39.83

Zoomed-in in here.

So what can I say about this one. Its a Gunship. Dies quickly, and works best in groups. From tests against my previous two Meta-based ships I noticed two things.
-First, a direct attack is definitely suicidal as the two larger ships rip them to pieces before torpedoes are even fired.
-Second, when attacking from the sides, or even from the front if placed far away initially, and set to a Flanking AI, these little buggers cause quite a bit of damage before being taken out. Did such a test with a squadron of five, then with one of seven. Results were promising. So, messing around, I surrounded a Borges with 14 in total. They annihilated it completely. Though I lol'd hard when parts of the ship that were sent flying around proceeded to destroy two of them.


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PostPosted: Sat Jan 23, 2010 7:49 am 
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Ok, so now for an update on all the changes done to the last three ships. Note, all ships now have been made so that destruction of the Main Engine decreases the movement efficiency by 50%. That means, speed, acceleration and turning are cut in half. Destruction of secondary engines reduces efficiency by 25%. Destruction of all three engines completely stops the ship from moving. Also, the HP of all weapons is equal to that of the Core. However, though the HP of the thrusters and Point Defense weapons is increased, it is also still pretty low. For PD weapons, its only 50 HP. For the thrusters at the engines, the main engines have the most HP and the secondary have half the HP of them. Max for the main engine in the Borges is 300 HP, meaning that in the other two the HP is even lower.

First, the Roland Fire Support Frigate
Image
Zoomed

2X Kinetic Cannon
2X Heavy Missile Array
4X Anti-Fighter Beam
1X EMP Cannon
1X Flak Battery
1X Battle Cannon

Stats:
HP: 850
Acc: 0.75
Spd: 4
Turning: 1
Size: 103.58

Since last time it was shown, this support frigate has sacrificed its defensive weapons (except for the lone Flak battery) in exchange for one EMP Cannon. I also increased the range of the EMP Cannon so that the ship wouldn't have to get so close to the enemy to deliver its shot. However, to balance this out I increased the energy quantity and requirements of the EMP Cannon without increasing the regeneration rate so as to make it take alot longer to recharge. I increased range by 400 so I increased the energy requirements by 400.

Now the Borges Assault Destroyer
Image
Zoomed

2X Missile Array
4X Autogun
2X Particle Accelerator
1X Interceptor Beam
3X Flak Battery
4X Anti-Fighter Beam
2X Automatic Kinetic Cannon
1X Medium Beam Emitter

Stats:
HP: 1400
Acc: 0.50
Spd: 4
Turning: 1
Size: 153.06

This one received a defensive upgrade by including two additional broadside Autoguns. Besides that, not much has changed.

Finally, the new ship. The Mistral Gunship. Only the zoomed version is present due to its small size.
Image

2X Torpedo
2X Anti-Fighter Beam
2X Light Kinetic Cannon

Stats:
HP: 175
Acc: 1
Spd: 8
Turning: 2
Size: 39.81

This one hasn't suffered much change. Basically the same as last time.


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PostPosted: Mon Feb 08, 2010 12:38 am 
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Back again. This time I've got three new ships for you to see.

First, a fighter. No name for it so its just the "Anti-Fighter"
Image
I really had no idea what I was doing with this one so it basically got designed on the fly.

The other ones are both WIP.
The "War Freighter"
Image
This one is a low-tech, jerry-rigged warship that uses part of the hull of an old freighter and the rest is basically taken from the scrap yard and welded together.

The "Mirna"
Image
Now this one is a serious design. Not much to say for it though. :?


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PostPosted: Mon Feb 08, 2010 7:22 am 
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normally, an anti-fighter is an Interceptor :wink:

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