Forums » Suggestions
In this thread I want to discuss ship classes and functions. I’m going to shake things up a lot here, and I expect a lot of flack for this thread. As with my thread on weapons, this is primarily because I want to share a set of views with the developers, and I ask that you keep comments reasonably free of flames, tho with this thread I expect that will be harder, particulary given my suggestions about the fighters. It is also reccomended that you at least glance at my thread on weapons before looking this one over, because I will be using terms from that thread. Originally both threads were typed in the same document, but I decided it would be easier to read if it was split up by subject, but since the two topics are basically interdependent there is significant crossreference. The other thread can be located here
http://www.vendetta-online.com/x/msgboard/3/10940
The most significant thing that I use from the other thread is that I renamed the large ports we have now to medium ports, and thus have the following 5 port sizes:
Small
Medium
Large
Extra Large (or Very Large)
Massive
The developers need to make some decisions about what should and shouldnt be possible in the vendetta universe, particularly with the capital ships and how to damage, destory and otherwise neutralize them. Should all weapons on all ships be able to damage a capital class vessel, or should larger ships possess armor that can basically ignore damage from smaller ships unless that ship is mountung a weapon designed to damage a capital ship? Since I see this as primarily a function of the ship itself, I have placed this topic here instead of with the weapons thread.
My opinion is that each larger capital ship should be more and more immune to the vast majority of fighter grade energy weapons, and that missiles and rockets specifically designed for the destruction of capital ships need to be added to the medium port. (in other words, bring back the avalons)
To begin with, as I have suggested in other posts I want to eliminate the battery as we currently have it. Instead each ship should have a built in energy generation similar to the engine, this built in power supply will also have a built in storage that will vary from ship to ship. This will allow easier balance of the ships and offer tradeoffs that you just cant gain with a selectable battery like we have now. There will still be a battery slot, but what will be availible to put in it will be simply additional energy storage, allowing more maximum energy to become availible at the expence of added mass, and longer waits at wormholes to recharge.
A few examples of fighter size energy storage units would be
Small storage – mass 250; extra energy 125
Medium storage – mass 500; extra energy 250
Large storage – mass 1000; extra energy 500
Mega Storage – mass 2000; extra energy 1000
---Fighters – the basic ship of the vendetta universe, what we have now, but they need to be rebalanced, and IMO changed to allow a more rock/paper/scissors effect.
Fighters should be reclassed into 4 sub-classes,
· Light fighters- light fighters are high speed, very agile combat oriented ships with almost no cargo space (3 or less). They should have the highest speeds of any ship in the game, 70-80m/s non turbo and ~230m/s turbo, along with very high acceleration to mass ratio’s. They should have both a high energy generation (65-75) and a higher turbo drain (80-100), with medium size built in energy storage (~300). This will make them powerful in a close in fight, and give them a lot of energy for weapons fire (with the higher charge rate they can fire for longer periods of time because the weapons still take the same amount of energy to use), while making them poor long-range pursuit and escort craft because of the high turbo drain. Examples of light fighters are the centurion, vulture and valkarie class ships.
· Medium Fighters- medium fighters have good endurance and more weapons power than a light fighter. They have more moderate speeds, 55-65m/s non-turbo and ~200 m/s turbo, and a good acceleration to mass ratio. Using power generation and turbo drain similar to what we have now (~50 in each) they have the ability to infiniturbo or nearly infiniturbo, and have a built in energy storage of ~200, making them very quick at wormholes, but with less agility than a light fighter. These ships should stand a decent chance in combat in good hands, but they are mainly optimized for escort work. Their job is to keep attackers at bay long enough for other ships to complete their job and escape, and then use their turbo endurance to disengage and rejoin their convoy. Examples of medium fighters would be the hornet and the warthog. Medium fighters would have a cargo capacity of 6-10 units.
· Heavy Fighters / Bombers –Heavy fighters / bombers are the powerhitters of the fighter class, with enough mass to mount the few medium port weapons that can damage capital ships without taking a critical hit to their (allready low) maneuverabilty. Offering much higher firepower and armor, they give up speed to do so; they have a low top speed (45-55 non-turbo and ~180 turbo) and low acceleration. Their armor and firepower gives them some chance against a light fighter 1-on-1, but in general these ships need escorts and should be considered more like artillery or tanks, in that they need support to do their job most effectively. With an energy storage of ~500 and an energy generation that is actually higher than their drain (generates 80-100 e/s and only uses 65-75e/s to turbo) these ships can put a lot of shots into space before running out of energy, and they actually gain energy while turboing, giving them the option of retreating while recharging their energy. The rangarok and prometheous would fall into this class, however IMO both ships would need an increase in armor, and the prom would need to be switched to 2-medium ports and 1-Small port to give it enough firepower to offset the disadvantages. The cargo capacitys of the heavy fighters/bombers would remain basically the same.
· Trade ships- Trade ships are optimized for moving goods from one place to another, In general all trade ships should have a medium top speed for regular flight (55-65 non-turbo) and a low top turbo speed (~160m/s). I feel that all trade ships should get a 25% boost in cargo capacity to offset this lower speed, but take a small hit in armor(-10%). All trade ships should be able to infiniturbo with a 50/50 charge/drain rate, and should have a 100 energy built in storage, giving them minimal energy weapons ability (unless you add extra energy storage) but allowing them to quickly transit wormholes.
-The behemoth should have the lowest speed of all, at 50/140m/s non-turbo/turbo speed, making it very veunerable without an escort in dangerous areas of space.
-The marauder should be the exception to the speed rule, and have a top speed of 65 non-turbo and 190-200 turbo(depending on variant), along with a turbo thrust that is high enough to get it up to speed quickly even with a full load, thus giving the UIT a trade ship that really is special in that it offers a quick way to move a moderate amount of cargo. In exchange the marauder would have the lowest armor of the tradeships.
Corvette class ships- Corvettes are something of an inbetween ship. They bridge the gap between the true “capital” class ships and the fighters. The corvette class ranges from 2 – 4 times the size of a behemoth, and mounts 2 to 6 medium/small weapons, and either 1 or 2 large size turrets (see weapons thread for explanation of turrets). Corvettes provide a relatively inexpensive way to place a decent amount of firepower into battle, and with their large turrets a group of them can do quite a bit of damage to anything smaller than a light cruiser while dodging counterfire. They are however veunerable to fighters and large beam weapons.
They are the largest ship capable of turbo, offering a non-turbo speed of 45-55m/s and a turbo speed of ~130, giving them enough speed to act in concert with fighters for attacks at a distance. Corvettes would have between 200,000 and 300,000 armor, and would absorb 400 points of damage from all energy and beam weapons. Meaning that the first 400 points of damage from any energy or beam shot would not count.
Basic Corvettes would offer about the same cargo capacity as a behemoth. Transport variant corvettes would carry about 350-500 cu of cargo at the expense of armor (cut the armor down to 150,000 maybe, with an absorb of 200 instead of 400) and speed, (-20 to top turbo) A corvette might be able to dock with most stations, (its gonna be a trick getting them into the docking bays lol) if not then they will have to be unloaded by smaller transports.
Frigates- Frigates are the smallest of the true capital ships, and the smallest ship to mount only turrets. Ranging between 150 and 250 meters in length frigates usually mount 2 or 3 Extra Large turrets and between 3 and 8 medium/Large turrets. The frigates are the fastest capital ship, exceeding even the corvette’s non-turbo speed at 60m/s, but they have no turbo ability. Frigates offer a good solid weapons platform with fair armor, (600,000 to 900,000 HP and an absorbtion of 600 for energy/beam weapons and 200 for missiles/rockets) A frigate carrys ~400 cu of cargo, but most stations cant handle the docking of a capital ship directly, so the cargo has to be unloaded by smaller transports. A cargo variant of the frigate would double the cargo capacity at the expense of half the armor.
Destroyers – Destroyers are a huge investment in energy and resources, a 300 – 400 meter long destroyer has 4 – 6 Extra Large Turrets and between 7 and 15 medium/large turrets. A potential variant of the destroyer might mount a single Massive weapon in a forward firing configuration with ~6 Large turrets for ship defense. While destroyers are not as fast as frigates, they can keep pace with a corvette that is not turboing, having a top speed of ~50 m/s.
Destroyers have about the same amount of HP as a frigate, but their armor is of better quality, absorbing the first 2000 points of energy and beam weapon strikes, and the first 1500 damage from missile and rocket strikes, making them effectively immune to fighters that aren’t carrying avalon torpedos.
Destroyers and larger craft have no cargo space; instead using that volume to store ammunition reloads for the fighters that dock with them.
Light Cruisers – Light cruisers are basically larger destroyers, offering more firepower and armor for a significantly lower maneuverability and retaining the same top speed. Light cruisers should have a minimum of 3.5 million HP, and should absorb 10,000 damage from energy weapons and 6000 damage from missiles and rockets. With a top speed of ~40 m/s these ~500 meter long ships carry anywhere from 6 to 10 Extra large turrets with at least 2 large turrets acting as a supplement for each XL turret. Additionally the heaviest versions of the light cruisers carry a single Massive turret for duking it out with Assault cruisers.
Heavy Assault Cruisers – 7 million HP, Absorbs the first 20,000 points of energy/beam damage and 10,000 points of damage from rockets/missiles. Assault crusers are ~750 meters long and mount a huge number of turrets, including 2-4 Massive turrets, (1-3 on top, 1 on the bottom) The rest of the turrets are Large or Extra Large depending on the variant. Assault crusers are slow but powerful, with a top speed of ~35m/s.
Battleships – a class of ship even larger than the HAC. Would have 10-14 million HP and be totally immune to fighters and to anything a corvette could mount except a large port version of the avalon. Would absorb 50,000 points of energy/beam damage and 30,000 points of missile/rocket damage per hit. Mounting up to 8 Massive turrets and a whole host of Extra Large and smaller turrets this ship should be over a kilometer long, and be so expensive that even the most profitable well run guilds should have significant trouble affording one. These ships would basically be slow moving fortresses, with a top speed of no more than 25m/s.
http://www.vendetta-online.com/x/msgboard/3/10940
The most significant thing that I use from the other thread is that I renamed the large ports we have now to medium ports, and thus have the following 5 port sizes:
Small
Medium
Large
Extra Large (or Very Large)
Massive
The developers need to make some decisions about what should and shouldnt be possible in the vendetta universe, particularly with the capital ships and how to damage, destory and otherwise neutralize them. Should all weapons on all ships be able to damage a capital class vessel, or should larger ships possess armor that can basically ignore damage from smaller ships unless that ship is mountung a weapon designed to damage a capital ship? Since I see this as primarily a function of the ship itself, I have placed this topic here instead of with the weapons thread.
My opinion is that each larger capital ship should be more and more immune to the vast majority of fighter grade energy weapons, and that missiles and rockets specifically designed for the destruction of capital ships need to be added to the medium port. (in other words, bring back the avalons)
To begin with, as I have suggested in other posts I want to eliminate the battery as we currently have it. Instead each ship should have a built in energy generation similar to the engine, this built in power supply will also have a built in storage that will vary from ship to ship. This will allow easier balance of the ships and offer tradeoffs that you just cant gain with a selectable battery like we have now. There will still be a battery slot, but what will be availible to put in it will be simply additional energy storage, allowing more maximum energy to become availible at the expence of added mass, and longer waits at wormholes to recharge.
A few examples of fighter size energy storage units would be
Small storage – mass 250; extra energy 125
Medium storage – mass 500; extra energy 250
Large storage – mass 1000; extra energy 500
Mega Storage – mass 2000; extra energy 1000
---Fighters – the basic ship of the vendetta universe, what we have now, but they need to be rebalanced, and IMO changed to allow a more rock/paper/scissors effect.
Fighters should be reclassed into 4 sub-classes,
· Light fighters- light fighters are high speed, very agile combat oriented ships with almost no cargo space (3 or less). They should have the highest speeds of any ship in the game, 70-80m/s non turbo and ~230m/s turbo, along with very high acceleration to mass ratio’s. They should have both a high energy generation (65-75) and a higher turbo drain (80-100), with medium size built in energy storage (~300). This will make them powerful in a close in fight, and give them a lot of energy for weapons fire (with the higher charge rate they can fire for longer periods of time because the weapons still take the same amount of energy to use), while making them poor long-range pursuit and escort craft because of the high turbo drain. Examples of light fighters are the centurion, vulture and valkarie class ships.
· Medium Fighters- medium fighters have good endurance and more weapons power than a light fighter. They have more moderate speeds, 55-65m/s non-turbo and ~200 m/s turbo, and a good acceleration to mass ratio. Using power generation and turbo drain similar to what we have now (~50 in each) they have the ability to infiniturbo or nearly infiniturbo, and have a built in energy storage of ~200, making them very quick at wormholes, but with less agility than a light fighter. These ships should stand a decent chance in combat in good hands, but they are mainly optimized for escort work. Their job is to keep attackers at bay long enough for other ships to complete their job and escape, and then use their turbo endurance to disengage and rejoin their convoy. Examples of medium fighters would be the hornet and the warthog. Medium fighters would have a cargo capacity of 6-10 units.
· Heavy Fighters / Bombers –Heavy fighters / bombers are the powerhitters of the fighter class, with enough mass to mount the few medium port weapons that can damage capital ships without taking a critical hit to their (allready low) maneuverabilty. Offering much higher firepower and armor, they give up speed to do so; they have a low top speed (45-55 non-turbo and ~180 turbo) and low acceleration. Their armor and firepower gives them some chance against a light fighter 1-on-1, but in general these ships need escorts and should be considered more like artillery or tanks, in that they need support to do their job most effectively. With an energy storage of ~500 and an energy generation that is actually higher than their drain (generates 80-100 e/s and only uses 65-75e/s to turbo) these ships can put a lot of shots into space before running out of energy, and they actually gain energy while turboing, giving them the option of retreating while recharging their energy. The rangarok and prometheous would fall into this class, however IMO both ships would need an increase in armor, and the prom would need to be switched to 2-medium ports and 1-Small port to give it enough firepower to offset the disadvantages. The cargo capacitys of the heavy fighters/bombers would remain basically the same.
· Trade ships- Trade ships are optimized for moving goods from one place to another, In general all trade ships should have a medium top speed for regular flight (55-65 non-turbo) and a low top turbo speed (~160m/s). I feel that all trade ships should get a 25% boost in cargo capacity to offset this lower speed, but take a small hit in armor(-10%). All trade ships should be able to infiniturbo with a 50/50 charge/drain rate, and should have a 100 energy built in storage, giving them minimal energy weapons ability (unless you add extra energy storage) but allowing them to quickly transit wormholes.
-The behemoth should have the lowest speed of all, at 50/140m/s non-turbo/turbo speed, making it very veunerable without an escort in dangerous areas of space.
-The marauder should be the exception to the speed rule, and have a top speed of 65 non-turbo and 190-200 turbo(depending on variant), along with a turbo thrust that is high enough to get it up to speed quickly even with a full load, thus giving the UIT a trade ship that really is special in that it offers a quick way to move a moderate amount of cargo. In exchange the marauder would have the lowest armor of the tradeships.
Corvette class ships- Corvettes are something of an inbetween ship. They bridge the gap between the true “capital” class ships and the fighters. The corvette class ranges from 2 – 4 times the size of a behemoth, and mounts 2 to 6 medium/small weapons, and either 1 or 2 large size turrets (see weapons thread for explanation of turrets). Corvettes provide a relatively inexpensive way to place a decent amount of firepower into battle, and with their large turrets a group of them can do quite a bit of damage to anything smaller than a light cruiser while dodging counterfire. They are however veunerable to fighters and large beam weapons.
They are the largest ship capable of turbo, offering a non-turbo speed of 45-55m/s and a turbo speed of ~130, giving them enough speed to act in concert with fighters for attacks at a distance. Corvettes would have between 200,000 and 300,000 armor, and would absorb 400 points of damage from all energy and beam weapons. Meaning that the first 400 points of damage from any energy or beam shot would not count.
Basic Corvettes would offer about the same cargo capacity as a behemoth. Transport variant corvettes would carry about 350-500 cu of cargo at the expense of armor (cut the armor down to 150,000 maybe, with an absorb of 200 instead of 400) and speed, (-20 to top turbo) A corvette might be able to dock with most stations, (its gonna be a trick getting them into the docking bays lol) if not then they will have to be unloaded by smaller transports.
Frigates- Frigates are the smallest of the true capital ships, and the smallest ship to mount only turrets. Ranging between 150 and 250 meters in length frigates usually mount 2 or 3 Extra Large turrets and between 3 and 8 medium/Large turrets. The frigates are the fastest capital ship, exceeding even the corvette’s non-turbo speed at 60m/s, but they have no turbo ability. Frigates offer a good solid weapons platform with fair armor, (600,000 to 900,000 HP and an absorbtion of 600 for energy/beam weapons and 200 for missiles/rockets) A frigate carrys ~400 cu of cargo, but most stations cant handle the docking of a capital ship directly, so the cargo has to be unloaded by smaller transports. A cargo variant of the frigate would double the cargo capacity at the expense of half the armor.
Destroyers – Destroyers are a huge investment in energy and resources, a 300 – 400 meter long destroyer has 4 – 6 Extra Large Turrets and between 7 and 15 medium/large turrets. A potential variant of the destroyer might mount a single Massive weapon in a forward firing configuration with ~6 Large turrets for ship defense. While destroyers are not as fast as frigates, they can keep pace with a corvette that is not turboing, having a top speed of ~50 m/s.
Destroyers have about the same amount of HP as a frigate, but their armor is of better quality, absorbing the first 2000 points of energy and beam weapon strikes, and the first 1500 damage from missile and rocket strikes, making them effectively immune to fighters that aren’t carrying avalon torpedos.
Destroyers and larger craft have no cargo space; instead using that volume to store ammunition reloads for the fighters that dock with them.
Light Cruisers – Light cruisers are basically larger destroyers, offering more firepower and armor for a significantly lower maneuverability and retaining the same top speed. Light cruisers should have a minimum of 3.5 million HP, and should absorb 10,000 damage from energy weapons and 6000 damage from missiles and rockets. With a top speed of ~40 m/s these ~500 meter long ships carry anywhere from 6 to 10 Extra large turrets with at least 2 large turrets acting as a supplement for each XL turret. Additionally the heaviest versions of the light cruisers carry a single Massive turret for duking it out with Assault cruisers.
Heavy Assault Cruisers – 7 million HP, Absorbs the first 20,000 points of energy/beam damage and 10,000 points of damage from rockets/missiles. Assault crusers are ~750 meters long and mount a huge number of turrets, including 2-4 Massive turrets, (1-3 on top, 1 on the bottom) The rest of the turrets are Large or Extra Large depending on the variant. Assault crusers are slow but powerful, with a top speed of ~35m/s.
Battleships – a class of ship even larger than the HAC. Would have 10-14 million HP and be totally immune to fighters and to anything a corvette could mount except a large port version of the avalon. Would absorb 50,000 points of energy/beam damage and 30,000 points of missile/rocket damage per hit. Mounting up to 8 Massive turrets and a whole host of Extra Large and smaller turrets this ship should be over a kilometer long, and be so expensive that even the most profitable well run guilds should have significant trouble affording one. These ships would basically be slow moving fortresses, with a top speed of no more than 25m/s.
I like all of this except for one aspect.
I don't think that the military ships like light, medium, heavy fightres, as well as the corvetter, frigate and up class vessels should have any type of "cargo" capacity. Instead, have a trade ship fleet of comperable size, but with new transport ship models. If your trading your in a trade ship, if your fighting your in a fighter ship. And would allow for mining beams and other non-weapon related equipment to be put into yet another port class.
Other then that I love the idea. Though it involves a major restructuring that I don't think the devs are willing to do IMO.
I don't think that the military ships like light, medium, heavy fightres, as well as the corvetter, frigate and up class vessels should have any type of "cargo" capacity. Instead, have a trade ship fleet of comperable size, but with new transport ship models. If your trading your in a trade ship, if your fighting your in a fighter ship. And would allow for mining beams and other non-weapon related equipment to be put into yet another port class.
Other then that I love the idea. Though it involves a major restructuring that I don't think the devs are willing to do IMO.
/me offers spellcast an internship at Guild Software.
*claps*
Capital ships should be way larger, like in the 1km+ ranges. The mid sized cappies should be like our current HACs, methinks.
Other than that, I like it a lot. Particularly how lighter ships actually get a meaningful speed advantage over heavier ships, etc etc. I've been wanting this for the longest time...
Other than that, I like it a lot. Particularly how lighter ships actually get a meaningful speed advantage over heavier ships, etc etc. I've been wanting this for the longest time...
""Instead, have a trade ship fleet of comperable size, but with new transport ship models. If your trading your in a trade ship, if your fighting your in a fighter ship""
John, ideally this would work, except that each ship model requires a significant amount of "art" development, and at this time there probably just isnt time for it. Additionally there is no reason for a larger ship not to be multi-role. I do tend to agree that fighters should be fighters, so perhaps on the medium and heavy fighters there could be no cargo combat models and cargo refitted models that have lost weapons ports.
Sarah, if you are serious (can you do that? lol) send me an e-mail, you guys have my addy, i'll telecommute from ohio. =D
harry, I agree but the devs have allready stated that the HAC we have now is about as large a capital ship as they have planned, so I went from there.
John, ideally this would work, except that each ship model requires a significant amount of "art" development, and at this time there probably just isnt time for it. Additionally there is no reason for a larger ship not to be multi-role. I do tend to agree that fighters should be fighters, so perhaps on the medium and heavy fighters there could be no cargo combat models and cargo refitted models that have lost weapons ports.
Sarah, if you are serious (can you do that? lol) send me an e-mail, you guys have my addy, i'll telecommute from ohio. =D
harry, I agree but the devs have allready stated that the HAC we have now is about as large a capital ship as they have planned, so I went from there.
Spell, I understand that the models take time to make, most of which is in the texturing. Perhaps if it were started now, in some small form, we'd see a trade fleet in say a year or two. I can't stand the copout you used though that there isn't time for it. Sure there is, if we want there to be. It just needs to be added the the que of things to do. And personally, it makes less sense to me to see only military vessels flying around and NO civilian commercial vessels AT ALL!! Does a sea faring oil tanker or super tankers look anything like battleships or destroyers, other then the primary hull, not really, so why should our spaceship models.
additionally, this is an example (from HomeWorld) of ship sizes as I, and I'm sure others, would like to see them.
http://www.holtgraphicarts.com/archive_john/pictures/item319-1.jpg
additionally, this is an example (from HomeWorld) of ship sizes as I, and I'm sure others, would like to see them.
http://www.holtgraphicarts.com/archive_john/pictures/item319-1.jpg
That'd add a lot of realism and fun to the game, I think. That's one of the things that has always made me a little irritated with VO, no capital ship classes. The frigate isnt even really that big, and since I'm a fan of most space fight-sims, I've been pretty dissapointed.
Here's a similar picture that I just made. I know that the models aren't accurate, and I didn't texture them, but they are size-accurate. The blue one's a HAC, the yellow one's a Behemoth, and the red one's a Vulture.
http://roguelazer.com/vimages/VO_Scale.jpg
http://roguelazer.com/vimages/vo_scale.blend (original blender file)
http://roguelazer.com/vimages/VO_Scale.jpg
http://roguelazer.com/vimages/vo_scale.blend (original blender file)
should add in the trident, and I have a really hard time believing you managed to get the proportions correct in that file.
no, they are correct john.
the vultuer is what 12 meters long... the HAC is 750 meters long.
Actually as i recall the mothership from homeworld was only about 1K tall.
the vultuer is what 12 meters long... the HAC is 750 meters long.
Actually as i recall the mothership from homeworld was only about 1K tall.
How do you know spell, did u make it?
Umm. Because that's what we've been told? The ship buy screen says that the Vulture is 12 meters long. So I made a model that's 12 Blender Units long. The devs have told us that the HAC is "about 750m long". So I made a model that's about 750 bu long... However, nobody's given me dimensions on a trident. So it's not there. And the length of the bottom fin on the HAC is probably wrong, because I didn't have a length on that either.
Something that you may wish to consider is that from a first person perspective, the difference between ship sizes doesn't always look as great as from a third-person perspective. I reccommend parking your ship on a frigate somewhere (assuming you can get one to stand still), then using F9 to zoom out in third-person ghost mode. Also good are those little barrely things on stations. They really are quite large.
Something that you may wish to consider is that from a first person perspective, the difference between ship sizes doesn't always look as great as from a third-person perspective. I reccommend parking your ship on a frigate somewhere (assuming you can get one to stand still), then using F9 to zoom out in third-person ghost mode. Also good are those little barrely things on stations. They really are quite large.
uhhh, no, but i seem to recall that being the number the devs told us when they introduced it. besides, you can measure it easily enough with a friend, park one ship at the nose and one at the engines and target each other.
anyway this has all wandered terribly off topic so any more argument about accuracy of the size of the current ships in rogues reference image can be taken to another thread. :)
anyway this has all wandered terribly off topic so any more argument about accuracy of the size of the current ships in rogues reference image can be taken to another thread. :)
your title of the post is "Ships, fighter SIZED and LARGER" which is dealing with size, I dont' think we could get a better post to discuss the variations in VO ship models, as well as your suggestions for altering them. Pull the stick out spell.
uhh, the relavance of how accurate rogues model and your constant attacks on the accuracy of information you are being given is has absolutely nothing to do with the topic at hand, which is what i meant.
and please remove the personal attack from your post, it is most assuredly off topic.
i have now corrected my prior post to more clearly show my meaning, can we now get back to some form of constructive discussion?
and please remove the personal attack from your post, it is most assuredly off topic.
i have now corrected my prior post to more clearly show my meaning, can we now get back to some form of constructive discussion?
New image and updated blender file:
http://www.roguelazer.com/vimages/vo_scale.blend
http://www.roguelazer.com/vimages/VO_Scale2.jpg
If a dev or guide can be kind enough to post the length of the Trident, I'll be glad to put it in.
http://www.roguelazer.com/vimages/vo_scale.blend
http://www.roguelazer.com/vimages/VO_Scale2.jpg
If a dev or guide can be kind enough to post the length of the Trident, I'll be glad to put it in.
arrrggghhhh.
I give up.
rogue, you're as bad as john. :P
I give up.
rogue, you're as bad as john. :P
Just because I happen to do everything in primary colors doesn't make me evil...
I think this idea is on the right track. I disagree somwhat with the exact numbers, but don't claim to know the intracatsys of ship babalce well enough to perpose better ones. My only other coments are these: i think clasafying fighters by their function would be better than by thei size (interceptor, space superioruty fighter, bomber, transport; in stead of light, medium, etc.). And that i think all capitle ships should hav fairly large cargo bays (at least 100 cu) After all, if a Moth can dock with it then there has to be at least a mothload worth of empty space somwhere on the entire ship even with all the extera ammo, and hangar equipment. And finaly, i think there needs to be a diference betwen cariers and gunships. Gunships should have more weapons, but have limited space for fighters and shuttels (say one ship can be in the bay for every turret the ship is designed to carry), whereas cariers, have fewer mounted weapons (relative to a gunship of the same size) but can carry any number of fighters and or shuttels.