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Author Topic: The Worksmen project, feedback needed! (custom weapons, unique ideas!) (E#21)  (Read 8887 times)

XpanD

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Hi all,

It's been a while since I've last modded something together for Starfarer (the Positron faction for 0.50 being my latest piece of work, if I recall correctly), and I actually left the game for a while in-between. I've recently gotten back into it, so with that comes a mod idea I've been hatching for quite a while.

The idea is all about adding a new separatist miner faction (currently known as "The Worksmen") with fitting new ships and weaponry. Stuff with custom sprites, that is; part hand-drawn, part kit-bashed, all unique to this project. There's some pretty unique ideas here, as well as some that I just haven't seen in use that much just yet - missile barrage weapons, sniper guns, scrap ships, defensive mobile weapons platforms and more. The art in this mod is nearing completion, so campaign modding will probably start soon.

I am relatively new to doing big kitbashes and drawing by hand, though I feel I've been doing a pretty good job so far. However, as I am lacking in experience there's bound to be some issues that I just haven't spotted yet. There's a big rework coming soon to tie the older and newer designs together a bit more, but do please let me know if you see anything odd - I'll get right on it. ;)

I currently need some help with a few ships that might not make it into the mod - the Xello and Axis, as listed in the "Ships pending removal" category. What do you think should happen with these ships? Are they worth saving, or should they be released into the public domain and taken out of this mod?

Now, without further ado...


Ships so far:
Spoiler
"Channel" gunship-sized gunship wing:

Info: A quick build based on the old Nemo bomber design I managed to recover from the planned second Positron update, coupled with a Pointer gun which was specially built for this ship. Yes, the Nemo name was planned for a bomber back then. :P
Lore: Especially designed to support slower ships at longer ranges through the use of a modified Pointer gun, Channel gunships are often seen defending platforms from faster threats such as frigates.

"Harbinger" corvette-sized corvette:

Info: A rehash of an old unused public design of mine, with a few tweaks. I mostly got rid of the horrible aliased edges the original had, and gave it a fitting new color. This is a tiny frigate, able to jump in and out of enemy lines pretty quickly but not very powerful.
Lore: Meant as a scout ship with very low deployment costs, the Harbinger sports only a single small ballistic weapon, making up for that with sheer speed and maneuverability.

"Vision" frigate-sized carryall:

Info: The Vision carryall started its early life as another ship entirely. That ship eventually came out way too small, so a lot of the work done there was put towards making this small but potent ship. It has decent weapon options and it's meant to be fast, though it can barely maneuver - ideal for a cargo runner through hostile space.
Lore: The Vision carryall is a small ship capable of ferrying a decent amount of cargo and fuel, being both cheap to deploy and effective. It is painfully slow to maneuver, but quite capable of runs through hostile space.

"Prudence" frigate-sized carryall:

Info: No real comments here - this was a pretty easy build expanding upon the original idea behind the Vision.
Lore: Two Visions fused together with a custom centerpiece. A bit more cargo space, a lot more firepower, a lot more maneuverability - a combat-ready freighter and a Worksmen icon, almost outgrowing its frigate size.

"Speartip" frigate-sized frigate:

Info: The last rehash of old (originally kitbashed for Positron) content in this list, the Speartip is a powerful and large frigate with almost destroyer-like weapons options. Don't worry, it'll be expensive and rare. There's a few hull blemishes for detail, but at the time I was making this ship I had no major experience there yet - it's basic.
Lore: Fast and well-armed, the Speartip is based off of a captured Tri-Tachyon ship prototype. Though expensive to produce and somewhat fragile, the Speartip carries a frightening amount of firepower for its speed.

"Godhand" frigate-sized area denial platform:

Info: My first ship with a serious amount of own art in it, and a huge learning experience at the time I made this. I'll get around to revisiting this later - it's not up to standards anymore, though I loved it when I first got it done. I know the size would be that of a large frigate according to Sprog's ship size chart, but I feel this thing is bulky enough to just squeeze into the destroyer bracket.
Lore: Bulky, unwieldy and hugely powerful - that's the Godhand area denial platform. Designed as a purely defensive asset, the Godhand is meant to be placed in mission-critical locations, defending them.

"Quartz" frigate-sized heavy tanker:

Info: Another rehash, used in the Positron mod for a short while. I kitbashed this ages ago, and even though it's rather crude it should do great for this mod. It's a missile/support destroyer with two rather mean broadsides that can also carry a fair bit of fuel! Same story size-wise as the Godhand - this will be a destroyer.
Lore: Based off of the frames of proven Buffalo designs, the Quartz is a custom Worksmen design - a fuel tanker with two mean broadsides. Useful and strong, the Quartz is a common sight in Worksmen fleets.

"Abandon" destroyer-sized light destroyer:

Info: I didn't exactly put a lot of effort into it, but the design still works quite well in my opinion - a throw-away destroyer made from scrap. Originally meant to be an asteroid ship, I changed things around a bit as this fits the theme much better. This actually went through a lot of revisions, eventually getting merged with the Veil destroyer idea. I might revisit this later - it's really rough around the edges right now, though I guess that adds some charm to it too, with the whole theme of it in mind. ;)
Lore: Following the revolt against the Hegemony slavers, the Worksmen launched the Abandon, an easily-deployable conversion based on a civilian multirole hull originally used for mining and research.

"Tower" battlecruiser-sized hybrid support ship:

Info: A very tall ship, a real battleship when it comes to sheer scale. Considering the massive size, it was set to tie in with the Equilibrium design from a looks perspective - I couldn't exactly flip it around though, so it's a bit of a bridge between the lower end non-platform design style and the capital style right now. Uses some parts from the guys credited in the Positron mod.
Lore: A real jack-of-all-trades, the Tower is able to carry large amounts of fuel and cargo while also servicing wings in-combat. It is however rather vulnerable, sporting only light PD and a Hornet's Nest system.

"Equilibrium" battlecruiser-sized battleship:

Info: This was my first huge ship, and it took me about 8 hours total to make this. I was getting ready to scrap the design as I couldn't fix the horrible blandness, but then I got a little gem of an idea - select all the areas that looked too flat and emboss them. Another few hours of tweaking later and this was the outcome. Now to make something that's bridges the Tower and Equilibrium designs at the top end... :P
Lore: Lacking the resources for a good polish, these battleships often come out as a rough patchwork of plates, bolts and welds, though still remarkably sturdy. The Equilibrium is a potent carrier and missile ship.
[close]

Weapons so far:
Spoiler
"Mass Cannon" large ballistics sniper cannon:

Info: Long range, with charge-up and great damage. The green light thingies are planned to turn red as it charges, and then go green again after firing. Energy and OP costs will be proportional to its damage and range. To the left of the picture you can see the weapon base, followed by the actual weapon. On the right is the final result with both parts combined. Keep in mind that the barrel is actually a separate part as well, it's just not shown separately here.
Lore: The Mass Cannon is a large sniper cannon, able to punch huge holes in exposed armor plating. The high explosive nature of the shells fired by the cannon ties in well with the smaller kinetic Warp Drivers.

"Jumpspark" large missile torpedo:

Info: A relatively simple Cyclone Reaper edit, arming the torpedo with EM damage. This is powerful stuff, hence a single shot even on a large slot.
Lore: Based on the proven Reaper design, the Jumpspark large launcher fires a single EM-armed torpedo. The EM charge is delivered upon successful impact, rendering any exposed circuits inoperative.

"Pointer" small ballistics sniper gun:

Info: Needed a small counterpart to the Warp Driver and Mass Cannon - this is the result. It's not exactly in the same ballpark with its wildly varying damage type and all, but it's a nice little gun nevertheless - great for the Channel and Nemo! The sprite is an edit of the Annihilator rocket launcher from the core game.
Lore: Designed from the ground up as a long range point defense weapon, the Pointer delivers a devastating shrapnel bomb which explodes on impact. High maintenance costs hamper mass deployment.
[close]

Systems so far:
Spoiler
"Sentry Cloud" area protection system:

Info: A small pack of immobile drones with relatively heavy weaponry - this should be fun.
Lore: Meant for area protection, the Sentry Cloud is best described as a drone system. It fires out a group of very dangerous but immobile point defense drones, creating a deadly trap for smaller ships.
[close]

Planned ships:
Spoiler
"Nemo" point defense platform/destroyer:
Info: A Godhand done differently, pretty much. Lots of PD, a few missile mounts and a few mid slots.
Lore: Usually set to accompany Godhand-class area denial platforms, the Nemo is a point defense platform designed to take down nearby missiles and smaller threats that its bigger brother cannot reliably hit.

"Advent" bomber wing:
Info: Why was this name not taken? It is awesome! Anyways, a nice solid bomber with a custom EM torpedo launcher. Will be expensive.
Lore: Advent bomber wings are the nemesis of many inexperienced pilots across the Sector. The power of a torpedo strike combined with an EM wave traversing the ship's systems is a fearful prospect indeed.
[close]

Planned weapons:
Spoiler
"Warp Driver" medium ballistics sniper cannon:
Info: Long range, little damage, high OP costs and very specific uses - Warp Drivers will be ideal partners to the Mass Cannons, able to whittle down shields before cracking the hull with the big guns.
Lore: A kinetic counterpart to the larger Mass Cannon, Warp Drivers are designed to overload shields at similar ranges, creating openings for the high explosive slugs fired by their bigger brethren.

"Great Wall" medium missile bombardier:
Info: Not entirely sure if the average modern computer will like seeing a wall of missiles with great tracking and speed, but that's what this weapon should basically do - it's like a huge Swarmer.
Lore: Improving upon the standard Swarmer design, the Great Wall bombardier fires more missiles, each doing more damage. Ammunition is quite limited, though excellent tracking makes sure no excess missiles are lost.
[close]

Planned systems:
Spoiler
"Hornet's Nest Drones" mass drone deployment system:
Info: Launches a huge number of tiny drones with very little health, very low speed and very poor damage. Easy to shoot down, but disastrous to the PD systems on larger ships.
Lore: Shooting out many tiny and vulnerable drones, each with their own weapon, the Hornet's Nest drone system easily confuses most automatic weapons, leaving enemies vulnerable to larger threats.

"Torrent EM Drones" EM drone deployment system:
Info: Ouch! Not sure if this can be made to work with the current state of ship systems, but I'm certainly going to try.
Lore: Only found on absolute top-of-the-line Worksmen close combat ships, these expensive EM drones are a nasty surprise to enemies who have their shields go down while engaged by the carrier.
[close]

Ships pending removal:
Spoiler
"Axis" destroyer-sized heavy destroyer:

Info: A design that had failed originally, resurrected via extensive kitbashing and eventually turned into something usable. Also my first fully asymmetrical ship! We have a fair amount of destroyers already, and this never got big enough to be the cruiser it was planned as. It's also a bit ugly in my view, mostly due to a lack of polish. Not sure if that's worth it, though - up to you!
Lore: A powerful sniper ship with good movement speed and a lot of firepower on tap, designed to strike from afar. A largely improved built-in Mass Cannon tops off the design, with tweaks throughout the hull.

"Xello" battlecruiser-sized battlecruiser:

Info: This one was made to bridge the gap between the Tower and the Equilibrium when it comes to size and shapes. I dislike the fat jagged edges and the lighting is all wrong when compared to the other ships. It does however do an okay job of bridging those designs, so I'm wondering if it's worth finishing this...
Lore: The Xello is a sturdy mix of technology from many factions fused together to deliver an impressive package. The on-board phase cloaking systems drive up the price, but it is second to none in combat.
[close]

Scrapped ideas:
Spoiler
"Influx" EM destroyer:
Info: This idea will find use in other ships - we're way too high on destroyers already. This isn't a very Worksmen-ish design anyways, though some elements may be fun to add to the Xello design.
Lore: The Influx destroyer takes its name from the potent built-in Flux Conveyor. An EMP system and big energy reserves top off a great but expensive design, which often plays a key role in heavier Worksmen fleets.

"Veil" destroyer:
Info: This idea has been merged into the Abandon, with a suitable lore update.
Lore: Originally a mining ship, the Veil was converted to a destroyer when the Worksmen split from the Hegemony. It is able to deploy a surprising amount of ordnance via the integrated Sentry Cloud system.

"Flux Conveyor" large energy beam:
Info: Same principle as the Ion Cannon, but done far more effectively. Low damage output, massive flux "damage". As the Influx that would wield this was scrapped, so is this idea. I'll probably release it as a separate mod or the like later, though - the idea seems great to me.
Lore: Flux Conveyors attempt to distort enemy power reserves by overloading their generators, using energy from the host ship. Slow to aim and hard to use effectively, but very potent on the right vessel.
[close]

Edit log:
Spoiler
EDIT #1: Added the Quartz and Speartip ships.
EDIT #2: Added the Vision ship.
EDIT #3: Added the Godhand "ship", reworked some ship info.
EDIT #4: Added the Prudence ship, updated the topic title and added lore. Lore's subject to change, as is this entire post, really.
EDIT #5: Reworked some lore, sorted ships by long axis size and added/fixed size info according to the ship sizes list on these forums. Added the edit # to the title.
EDIT #6: Added the Equalizer, the first and possibly only capital ship for this faction! Unfinished as of now.
EDIT #7: Finalized the Equalizer, changed its lore a bit.
EDIT #8: How silly of me, I forgot to add engines and thrusters to the Equalizer. Fixed now, and also added some extra detail.
EDIT #9: Added planned designs and matching lore, and tidied up the old lore a fair bit as well.
EDIT #10: More plans - Advent, Influx and the Jumpspark. Also changed the Flux Conveyor from Large Ballistic to Large Energy.
EDIT #11: Added the Jumpspark torpedo launcher, a powerful Cyclone Reaper variant - down to 1 shot from the original 2, but with a great EM burst.
EDIT #12: Updated lore on the Xello, and added the Axis destroyer. Came out a bit smaller than I had hoped, but it's a nice ship.
EDIT #13: Finalized the Axis design for now with a new revision, and added a plan for the Tower hybrid carrier.
EDIT #14: Added the Hornet's Nest, Sentry Cloud and Torrent ship system ideas, all in a new category. No idea how far ship system modding currently goes, but it's worth a shot.
EDIT #15: Changed the lore on the Tower and fixed it on the Sentry Cloud, renamed the Equalizer to the Equilibrium, added a new plan for the Veil light destroyer.
EDIT #16: Finished the Tower design.
EDIT #17: Finished the Abandon design and updated a lot of info. More info on the uses of certain ships, less blabbering on about how long it took me or what I did to it. :D
EDIT #18: Updated the Axis design with some shadow/light corrections and a few more details. It's still kinda rough, but it's the best I can do and it's in line with other designs now.
EDIT #19: After a busy week, I bring you: Lore changes, a new Scrapped Ideas category, a new ship (Channel), a new weapon (Pointer) and proper ship sorting!
EDIT #20: Added a rough version of the Xello. Edits coming later!
EDIT #21: Moved the Xello and the Axis to a new "Ships pending removal" category, added new info and spoiler'd everything. Feedback is really needed right now.
[close]


There's bound to be more stuff added here before launch, so keep an eye on the thread. As said any suggestions are very much appreciated, as is constructive criticism and comments in general. I'm a complete newbie to the programs I use for editing this stuff (Paint.NET for early stages, GIMP for detailing and coloring), so do try keep art stuff simple, please. ;)
« Last Edit: September 09, 2012, 02:26:50 AM by SUXpanD »
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GUNINANRUNIN

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Re: A little project, new weapons/faction coming? Suggestions very welcome!
« Reply #1 on: August 27, 2012, 01:06:39 PM »

The Mass Cannon is a sniper rifle? Hum. Just a little nitpicking on my part but perhaps it should be written: Mass Cannon "Sniper Rifle". Since.. you know... its not actually a rifle. :P
I like the ships a lot, barring the Harbinger which looks a little boring to me. It would probably look a lot better in action haha so don't take anything I say too seriously :)

Otherwise, good work! I like the colour very much.
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Uomoz

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Re: A little project, new weapons/faction coming? Suggestions very welcome!
« Reply #2 on: August 27, 2012, 01:14:32 PM »

Too much simmetry maybe?
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XpanD

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Re: A little project, new weapons/faction coming? Suggestions very welcome!
« Reply #3 on: August 27, 2012, 01:16:53 PM »

The Mass Cannon is a sniper rifle? Hum. Just a little nitpicking on my part but perhaps it should be written: Mass Cannon "Sniper Rifle". Since.. you know... its not actually a rifle. :P
I like the ships a lot, barring the Harbinger which looks a little boring to me. It would probably look a lot better in action haha so don't take anything I say too seriously :)

Otherwise, good work! I like the colour very much.
Now it's a "sniper cannon"! Was thinking about an alternative name before, but couldn't think of anything fancy. :P

I also edited the Harbinger a little bit just now. Doesn't make it look much more exciting, but it's a bit cleaner.

Too much simmetry maybe?
Don't worry, that will be balanced out later. Dedicated weapon platforms and asteroid-based ships will probably be very much asymmetrical, for example.
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GUNINANRUNIN

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Re: A little project, new weapons/faction coming? Suggestions very welcome!
« Reply #4 on: August 27, 2012, 01:25:18 PM »

Quote
Now it's a "sniper cannon"! Was thinking about an alternative name before, but couldn't think of anything fancy. :P
It doesn't have to be fancy so long as it makes sense and functions properly. :)
Thats more important than anything else! Aesthetics come second, always! :D
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Uomoz

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Re: A little project, new weapons/faction coming? Suggestions very welcome!
« Reply #5 on: August 27, 2012, 01:40:55 PM »

Too much simmetry maybe?
Don't worry, that will be balanced out later. Dedicated weapon platforms and asteroid-based ships will probably be very much asymmetrical, for example.


What I mean is, for example, looking at the Speartip one can clearly see that the ship is mirrored as in the middle of the ship lines converge in a V shape instead of a more curved shape.

For a better quality overall I suggest using shapes and more details to differentiate better the right side from the ship from the other.
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Sproginator

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Re: A little project, new weapons/faction coming? Suggestions very welcome!
« Reply #6 on: August 27, 2012, 03:13:57 PM »

Amazing!
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Trylobot

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Re: A little project, new weapons/faction coming? Suggestions very welcome!
« Reply #7 on: August 27, 2012, 07:03:53 PM »

+1
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XpanD

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Re: A little project, new weapons/faction coming? Suggestions very welcome!
« Reply #8 on: August 28, 2012, 06:04:05 AM »

Bump for the "Vision" carryall!




EDIT:
What I mean is, for example, looking at the Speartip one can clearly see that the ship is mirrored as in the middle of the ship lines converge in a V shape instead of a more curved shape.

For a better quality overall I suggest using shapes and more details to differentiate better the right side from the ship from the other.
A bit like the Vision ship I just finished? It's symmetrical by design, but there's a few blemishes and shadow differences between the two sides that add a subtle difference.


EDIT #2:


EDIT #3:

Oh, and lore. And a title update.

EDIT #4:

Not done yet, but getting there.
« Last Edit: August 29, 2012, 09:14:40 AM by SUXpanD »
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XpanD

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Anybody still watching this? Just finished work on a new capital ship, so here's a little bump for that.



EDIT #1: Forgot thrusters, they're added now. Also slight detail updates. :P
EDIT #2: Planned stuff is up, and more lore!
EDIT #3:

« Last Edit: August 31, 2012, 08:38:09 AM by SUXpanD »
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Trylobot

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I adore the detail work and colouration, but less than espoused with your latest ships' overall designs :-\
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Sproginator

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I love this, great ideas, especially the area denial ship and the great wall weapon :D
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XpanD

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I adore the detail work and colouration, but less than espoused with your latest ships' overall designs :-\

Any pointers on where to improve them? :)

On a side note, there's a rework of most ships planned for when I finish working out most of my ideas. I'll use that to draw the overall themes closer together, as there's a good bit of difference there now due to me learning new stuff every build. ;)
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GUNINANRUNIN

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I like the names, there a good deal more original than what a lot of modders come up with (no offense).
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Trylobot

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The biggest piece of advice I can give you when it comes to making good ship designs is to start with a silhouette, and work from the outside in.

You basically decide right at the beginning what kind of shapes you're going to see, by using some outlines. These outlines don't actually make it into the finished ship sprite, but instead are there to guide your placement of progressively-smaller details.

It doesn't much matter what your design is to begin with, as long as at least some of the thematical elements between ships of the same faction are in someway recognizably consistent.

Presently, your faction looks extremely consistent at its lowest detail level; but if you take a moment and look only at your silhouettes, they vary wildly. Compare, for example, your latest capital ship and the earlier ship composed entirely of circles. So all you need to make some top-quality stuff is consistency at higher levels than what you've got.

But you're off to a really good start!
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