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Author Topic: [0.9.1a] Rising from the depths: Ironclads re-imagined v0.1.4 (Updated 7/18)  (Read 7653 times)

toastyblitz

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #15 on: July 07, 2020, 05:35:15 PM »

So I know I said I was going to balance stuff first yadda yadda. But I wanted to take a crack at kitbashing a proper carrier for the ISA

Behold, my very very very very rough draft of the New Mexico class Fleet Carrier:



Planning for 6 fighter wings, 3 medium ballistic, 7 small energy, and possibly a medium missile hardpoint. I'm debating stealing another RSF flight deck or two, and moving the superstructure to a mid point alongside a longer "tarmac"
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Morrokain

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #16 on: July 07, 2020, 07:09:18 PM »

Looks good so far! Nicely done.
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toastyblitz

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #17 on: July 07, 2020, 07:44:20 PM »

Round 2. I like the length of this one better. Need to decide what I want to do down the right hand side, probably just some hull peeking out under the flight deck.

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If you can't tell I really like the uppermost layer of the Michigan's hull haha.

****edit****
Mocked up a possible final (with just clean up):

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« Last Edit: July 07, 2020, 08:34:49 PM by toastyblitz »
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Morrokain

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #18 on: July 07, 2020, 09:26:30 PM »

For the final sprite, my suggestion would be to stagger the under-hull a bit towards how the flight deck is shaped. It would make it look less brick-like. That's just my personal opinion though, plenty of people like brick ships.  ;D
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toastyblitz

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #19 on: July 07, 2020, 09:53:02 PM »

Thanks for the suggestion! I moved the "storage" in a bit, and swapped it out for a different type (looks like fuel maybe?):

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I think that's a winner there.
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Morrokain

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #20 on: July 07, 2020, 09:56:20 PM »

Agreed I think that looks better.
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toastyblitz

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #21 on: July 08, 2020, 07:54:29 AM »

Needs a lot of work stats/loadout wise but I couldn't wait to get it in-game

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I think the "standard" variant is going to be changed to 3 fighters/3 bombers. One more thing on my list of balancing haha.
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Mondaymonkey

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #22 on: July 08, 2020, 08:17:21 AM »

I know it kind of wrong suggestion, but can you do something with that huge area, filled with monocolor? (black) Texture, gradient , lightspots or something...

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toastyblitz

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #23 on: July 08, 2020, 09:01:41 AM »

Towards the bottom of the "flight deck?" I suppose I did miss a big chunk haha. Oops.
« Last Edit: July 08, 2020, 09:03:46 AM by toastyblitz »
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Mondaymonkey

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #24 on: July 08, 2020, 09:11:22 AM »

Towards the bottom of the "flight deck?" I suppose I did miss a big chunk haha. Oops.

Google translate hanged himself trying to translate this. So, I am not sure how to react, but, yes, the flight deck. Black is actually decent choice, looks solid, but texture you have on it is barely visible, especially on battle screen in game. Equal to simple monocolor filling. Spoils the impression, as the rest have a visible details.
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Morrokain

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #25 on: July 08, 2020, 01:10:51 PM »

If you know how to put in lights I think that would be a really great addition to the spots that Mondaymonkey is talking about. Especially if you can have them blink in a straight line. To support the arrows with the idea of directional guiding for launching strike craft.
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toastyblitz

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #26 on: July 08, 2020, 06:26:20 PM »

So I think I would need a script to have the light in a sequence? I'll have to look into it. Otherwise, for now (ignore stats, I goofed something up so the game thinks it's a destroyer for calculating hull mod costs), here we go:

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You'll have to trust me that they blink  ;D
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Wyvern

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #27 on: July 09, 2020, 02:24:49 PM »

Suggestions: There's a gap in the superstructure, where the forward kitbashed segment meets the rear kitbashed segment - the connection there doesn't quite look right to me.  I'd probably fill that area in with an under-layer, something like what's to the left of that forward section, from the rear of the forward segment back to where medium mount is.

I'd also suggest adding a few small turrets on the right side of the ship; give it some improved PD coverage.
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Harmful Mechanic

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #28 on: July 09, 2020, 05:25:48 PM »

So I think I would need a script to have the light in a sequence? I'll have to look into it.

You don't need a script; the simplest method is to just make some larger animated deco weapons with multiple lights that blink in sequence. Depending on how many lights you want, it might be as simple as four to six frames.
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Morrokain

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Re: [0.9.1a] Rising from the depths: Ironclads re-imagined
« Reply #29 on: July 09, 2020, 06:13:17 PM »

Looks good! I went ahead and made a mockup of some suggestions to further this effect and also suggested weapon placements for small weapons on the right side that Wyvern mentioned:

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 - red lines are for yellow light sequences to fill in the black space

 - red circles are potential small weapon placements I think would look good
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