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What about the other two tridents?

Aug 05, 2022 HunPredator link
Lately I have been thinking about what the new dents would look like. I seen an old image of a four engine trident online, i wonder which one it is. We know that there will be I type for each hive skirmish class (I guess?), type P from Prosus and type S from Siepos hive components, and there is the now well known type M most of us use, from Milanar hive.
Will be there any major size difference bettween them (bigger or smaller than the usual 210 meter length), or will they be the same size with some differences in the model?
Also, does it take a long time to implement a ship to the game, from a ready model to a flying entity?
Also will they have major stat differences (armor, shields, maneuverability, etc.), or they will be similar with no huge differences in them?
I am only asking about Tridents specifically, as the other, way larger capships would be a nightmare to fully implement, just because of their sheer scale and issues with collisions, potential bugs (I am staring at you, darn Capella), and balance issues in general.
Aug 05, 2022 incarnate link
Will be there any major size difference bettween them? Also will they have major stat differences (armor, shields, maneuverability, etc.), or they will be similar with no huge differences in them?

There will likely be both size and capability differences to the variants. But, I'm not going to be specific right now.

Also, does it take a long time to implement a ship to the game, from a ready model to a flying entity?

It depends. If we're taking an existing ship (say, a fighter) and making only stat slight variations, without any usage by NPCs, that can be pretty quick.

But, ships that hinge on new gameplay mechanics, new interfaces, new types of content and game-constructs, well obviously that can be a lot more involved. Then you also add in issues like NPC control (NPCs have a history of being not-awesome at flying capships, although we've been improving them a lot since 2019), and anyway, things start to get more complex.

Then, sometimes, you base the entire "idea" of a new class of ships on a gameplay change, and that gameplay development itself ends up being far more involved that you anticipated.. and things get further delayed.