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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1644739 times)

SCC

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2940 on: August 12, 2014, 11:14:35 AM »

How about a dedicated PD frigate?
You can outfit either Rostov-H or Omsk with PD weapons and you get pretty good PD platform.

For the new ship the only 2 things that come to my mind are frigate with 2 medium missile and 3 small ballistic mounts (missile and 2 ballistic oriented to the back) with burn drive (to get past front line and attack enemy ships from back) and either a ram or very armoured ship-shield.

Toxcity

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2941 on: August 12, 2014, 11:26:56 AM »

A RSF ramming ship with an edited burn-drive (so the engines don't burn out) would be cool.
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Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2942 on: August 12, 2014, 11:30:11 AM »

I was thinking and scetching a 7x sm ball + 1 med missile or 5x sm ball + 2 med missile frigate, but this missile role is pretty well fulfilled by Rostov-M gunship, so i have my doubts.

Regarding PD-oriented vessel - the same Omsk can be outfitted with RSF guns/missiles to become a very potent interceptor ship, so again - no need to create a more dedicated one.

I like the idea of a command frigate. Kinda looks Vaygerish to me which i like a lot. Not sure though if i can handle creating such a command system (and ensure that it doesn`t stack with other C&C ships). And AI wont be using it properly without some coding.

Ramming ship while a cool idea, but requires some AI codding which i have no experience with.

Pursuit ship sounds good to me. Will take a close look to this idea. RSF surely will benefit from such ship (taking into account that their ISA enemies already have a very fast scout with burn drives and that RSF themselves have some fighters with man-jets system).
« Last Edit: August 12, 2014, 11:32:03 AM by Okim »
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SCC

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2943 on: August 12, 2014, 11:39:29 AM »

Yeah, and with a knockback big enough to crash into destroyer's shield, overcharge him and throw him into a bigger enemy's ship... That would be epic combo. :D But too crazy to be useful.
The worst thing about such ram would be that, even if you manage to destroy it before hitting, hulk will still hit you with great speed and send you to hell. ;)

@Okim pursuit ship - blazing swords with military support would do. :P
Another idea! How about adding to existing or planned ship a ship system which would release a bunch of unarmed drones, which would serve as a distraction for enemy PD? Wait, don't flares distract PDs? No.

HELMUT

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2944 on: August 12, 2014, 11:43:47 AM »

How about something like that? But in space!



Otherwise a fast scout/pursuit ship seems fine.
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CrashToDesktop

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2945 on: August 12, 2014, 12:34:05 PM »

I like the idea of a command frigate. Kinda looks Vaygerish to me which i like a lot. Not sure though if i can handle creating such a command system (and ensure that it doesn`t stack with other C&C ships). And AI wont be using it properly without some coding.

I think Shadowyards Heavy Industries has something like a command ship.  The carrier Sargasso has a ship system that buffs fighters as the expense of having the 0-flux boost removed.  Modifying that a bit would help you immensely. :)
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OOZ662

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2946 on: August 14, 2014, 07:28:07 AM »

The Kursk mod.3 and Kazan are different colors than the rest of the RSF military vessels...can't remember if I brought that up before.

The 408mm guns with proximity shells feel like they burst way too far from their targets (especially the shrapnel cannon) to me. The only time I really see a satisfying burst is when the enemy is running full speed into the path of the shell, which only really happens with fighters (though it is unceasingly hilarious to plant a salvo of 408mm Energy shells in the center of an F-61P wing).
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Wyvern

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2947 on: August 14, 2014, 08:33:33 AM »

The big issues with a command ship are:
1: Making the ship system actually a decision - that's why I suggested a 'burst' device, rather than an always-on one.  Though, one could go with a built-in unique hull mod, and reserve the actual ship system for something else...
2: Making the effects & limits of the system clear; this is why I suggested affecting all allied frigates and fighters - this means you don't need to try and show the player where the edge of a range-limited effect is.

However, one could also go with a command ship whose effects aren't in-combat.  Imagine a built-in hullmod that, say, increased maximum CR for frigates by 10%.  Or steal the idea from Starsector+ of a ship that, after a battle is over, sacrifices its own CR to restore the CR of allied frigates.

Another interesting idea might be a command ship that, when deployed, grants its side two command points (and removes those if it retreats or is destroyed), allowing for slightly more micro-managing under player control.  I'm not sure if that would provide much bonus to the AI, though.
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Wyvern is 100% correct about the math.

kazi

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2948 on: August 16, 2014, 01:41:06 PM »

Decided to toy around with my favorite RSF sprite this morning (just for fun!). Didn't change a pixel of the sprite itself, just added more complex lighting.

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Sabaton

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2949 on: August 16, 2014, 02:21:16 PM »

WOW, I never thought lightning alone would made such a difference!
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Nanao-kun

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2950 on: August 16, 2014, 02:32:09 PM »

What about that small mount at the front? That's from the lighting?
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kazi

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2951 on: August 16, 2014, 04:44:22 PM »

Yep!
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arcibalde

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2952 on: August 17, 2014, 06:28:38 AM »

Wow.
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Creator of:
Relics MOD - vanilla balanced - Campaign integrated
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Project ONI MOD - mission only

Okim

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2953 on: August 17, 2014, 09:14:58 AM »

Thats a bad idea to tease people with such quality things unless you are on your grand crusade to convert ALL Ironclads` sprites to that style.

arcibalde

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Re: Project Ironclads TC 7.2 (7/8/2014) [for 0.6.2a]
« Reply #2954 on: August 17, 2014, 09:31:35 AM »

^_^

Smart smart  ;D
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Creator of:
Relics MOD - vanilla balanced - Campaign integrated
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Project ONI MOD - mission only
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