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Messages - silentstormpt

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1051
Modding / Re: Master of Orion (Starfarer version)
« on: March 06, 2012, 09:01:46 AM »
I couldnt remember the name of the smallest class on MoO2 and i ofter called the Doom Stars, Death Stars cause i stacked Plasma Cannon on Continuous mode, making it look it was firing the same way as the one on SW so i guess i typo those 2...

1052
Modding / Re: Master of Orion (Starfarer version)
« on: March 06, 2012, 08:25:15 AM »
Ship Sizes on MoO1:

Huge, Big, Medium, Small and Tiny

Ship Sizes on MoO2:

Doom Star, Titan, Battleship, Cruiser, Destroyer, Corvette

While on Starfarer you have 5 if you include Fighters, this means the Doom Star Class will need to be in the "Battlecruiser" section and Frigates will just have to merge with Destroyers...

Doom Star Description:
The first Doom Star was actually a huge Factory Station on a Meklars world who was about to be attacked by the Antarans, due to the several strike forces send by the Meklars to delay the incoming Antarans fleet, they managed to convert the station into the biggest ship ever made by any race until then, the at that time Station had enough parts to build 4 Titan class ships, were instead used on the station itself, the result was a huge battleship that had enough firepower to destroy almost any battle fleets from any race except the Antarans. Luckily for the Meklars, Antarans didn't know the planet defenses changes in such a short frame time and their strike force was assumed to be more then enough to overcome and destroy the colony. Once they arrived to the planets range, they were almost instantly destroyed by the Doom Star. After the battle, every race started to build a limited number of Doom Star class ships to serve as their main flagships, their number is assumed to represent the strength of each race military fleet.

Titan Description:
While bigger doesn't necessary means better, when the need for more firepower to overcome capital ships comes a bigger ship class comes in, the Titan Class purpose is of a flagship, huge carrier or a heavy battleship, they represent the might of a races fleet until Death Stars started to represent that role, still they are extremely powerful capital ships.

Feel free to post any changes on those descriptions...

1053
Modding / Re: Master of Orion (Starfarer version)
« on: March 05, 2012, 06:03:35 PM »
This mod http://fractalsoftworks.com/forum/index.php?topic=376.0 has some ships design that are really close to what Darlok would use.
Same with this mod: http://fractalsoftworks.com/forum/index.php?topic=1219.0 in case of the Silicoid.

I guess Meklars would look alike the Bentusi ships on Homeworld 1 and 2
Spoiler

[close]

1054
Mods / Re: The Hoplites of Corinth
« on: March 05, 2012, 06:00:03 PM »
Those ships really look like something Silicoid would make on MoO, really nice designs btw

1055
Modding / Re: Master of Orion (Starfarer version)
« on: March 05, 2012, 06:15:44 AM »
Well, the basic squematics he left will have to do i guess, ive been checking out the ships based on Battleships forever, you can see perfect examples on the Battlefarer made by Silver

1056
Modding / Re: Master of Orion (Starfarer version)
« on: March 04, 2012, 02:34:46 PM »
True, but still, the combat is possible. Theres also the "Outposts" that arent implemented in starfarer. Probably there will be "capture" of planets and/or stations making it an even more viable possibility.

Dont forget, in this game ur a captain whos neutral to all races, doesn't matter what race u are, simply because u got the freedom to create ur own fleet and possibly in the future, end other empires.

Theres something i forgot to mention and no mod has added (i think...) that is space monsters that spawn randomly and have unique weapons and a chance to drop a extremely rare weapon(s).

1057
Modding / Master of Orion (Starfarer version)
« on: March 03, 2012, 10:26:08 AM »
Hopefully im not the only fan around of the particular game or better yet "games" (MoO and MoO2)

While starfarer is a exploration game, nothing stops us from adding the common races of MoO and their particular ship designs (with their benefits and weakness depending on race).

Psilon

Specialty: Subspace Teleporter;
Faction Color: White;
Defense: 360º Shields, High Flux amount and generation, Standard Propulsion;
Weapons: Only Blaster Type and High advance Missiles/Torpedos;
Ship Sizes: ALL (can have all types), Normal fleets sizes.

Ships are more or less based on the UFOs, round and very futuristic design, their weaponry is based on the most advanced Blaster and a few energy type torpedoes (only race that are more advance weapons would be the Antarans), they possess the most expensive ships in game, and are the smallest military Fleet in any race. Because they possess so much dependence on high tech, they have the lowest armor and EMP/Kinetic weapons are VERY effective against them.

Meklars

Specialty: High Energy Focus;
Faction Color: Cyan or Light Blue;
Defense: Wide Shields (almost 360º), High Flux amount and generation, Standard Propulsion;
Weapons: Only Beam Types;
Ship Sizes: Big (Mostly big capital ships), Normal fleets sizes.

Their ships are mostly Cubic with a few Triangular corners and are HUGE or really small, no medium sized ships, they only use Beam weapons for their weaponry, with a 360º coverage. because of their ship format they can hold of attacks from any angle and like the Psilons they have a great weakness against EMP/Kinetic weapons. its normal seeing a Titan company by frigates and ALOT of fighters. Their ships are cheap for their size but possess less OP making them very effective in terms of flux balance.

Klackon

Specialty: Launch Fighters;
Faction Color: Red;
Defense: Frontal Shields (around 90º), Standard Flux amount and generation, Poor Propulsion;
Weapons: Fast Ballistic (like Gatling) very few and Missiles/Torpedos;
Ship Sizes: Small (Mostly Small capital ships (With one or two medium/big Carriers depending on the fleet size), ALOT Fighters), Big fleet sizes.

Their ships are a mix of Shadow ships from BC5 and zerg ships from SC2 (if you can imagine them in a more "robotic" form) They do not grow ships but build them very fast meaning, very low cost and also very inefficient in terms of weapons and flux. Their tactics would be a more of "ZERG" in with massive numbers of smaller craft, destroy armor and shields then have the bigger (frigates/destroyers) bring the pain with Hull damage weapons. Because they employ this tactic, a fight in equal or partially equal numbers would be a total annihilation off the Klackon fleet. They also possess the cheapest ships of all races.

Humans

Specialty: Shield Capacitor;
Faction Color: Blue;
Defense: 180º Shields, Standard Flux amount and generation, Standard Propulsion;
Weapons: Every Type;
Ship Sizes: Normal, normal fleet sizes.

The pinnacle of normal and balance, no special features on their ships besides having a very advance shield system.

Darlok

Specialty: Phase ships;
Faction Color: Purple;
Defense: No Shields, Standard Flux amount and generation, Fast Propulsion;
Weapons: Every Type, no Missiles/Torpedos;
Ship Sizes: Small (Mostly Small capital ships and Fighters), small fleet sizes.

Their main specialty would be that every ship they got, has Phase stealth and good engines, this means their strike craft is very effective in bringing enemies down against small fleet fights.

Alkari

Specialty: Augmented Engines;
Faction Color: Yellow;
Defense: 180º Shields, Low Flux amount and generation, Very Fast Propulsion;
Weapons: Ballistic Type (Machine gun types) and ALOT Missiles/Torpedos;
Ship Sizes: Small (Mostly Small capital ships and Fighters), normal fleet sizes.

Their ships look like birds in some way, Turian ships would be very close on how they should look. Fastest ships and highest maneuverability makes the Alkari ships, effective in Dog fights, they possess a very balanced ballistic and missile like loadouts to handle as many battle situations as possible.

Bulrathi

Specialty: Burn Engines;
Faction Color: Brown;
Defense: Front Shields (Strong Armor), Low Flux amount and generation, Normal Propulsion (but low maneuverability);
Weapons: Ballistic Type (Very Heavy cannon types) and Missiles/Torpedos (mostly non guided and heavy hitting ones);
Ship Sizes: Big (Mostly Big capital ships), big fleet sizes.

They resemble bears and the "Heavy" personality on TF2, suicidal. Their ships resemble a Square with a "claw" mouth in the front, their armor is extremely high, only paled when compared with the Silicoid ships. Almost all weapons have a front angle of 90º and every ship is designed to face off any normal race close and personal and win in a few salvos. Because of that they have low maneuverability and cant defend against flank attacks, making their heavy armor, the main defense in such cases...

Mrrshan

Specialty: EMP;
Faction Color: Orange;
Defense: Front Shields (180º), Normal Flux amount and generation, Normal Propulsion;
Weapons: Every Type;
Ship Sizes: Normal, small fleet sizes.

Every ship they possess has a Elite crew, they only have elite crews, because since birth they endure a very spartan like life, every member of the society has intensive military training and its viewed in their society and even on moral standards as normal or even honorable. Their Ships possess a very balanced weaponry, could be compared with humans, while possessing a  more set in a aggressive layout.

Sakkra

Specialty:Flare Systems;
Faction Color: Green;
Defense: Front Shields (90º), Normal Flux amount and generation, Normal Propulsion;
Weapons: Every Type (low quality of every type);
Ship Sizes: Big, Normal fleet sizes (they do have more spawns that most races).

Most of their ships are huge and are designed in long range fighting with strike wings protecting them from close range, they possess the most numbers in terms of population and ships, only due to their fast growth.

Silicoid

Specialty: Fast Reloaders;
Faction Color: Gray;
Defense: No Shields, Strongest armor, Low Flux amount and generation, Normal Propulsion;
Weapons: Only Missiles and Torpedoes;
Ship Sizes: Normal, Normal fleet sizes.

Their ships have no shields but possess the strongest armors known, they specialize on long range missile support and non guided close combat rockets, missile spammer would be the best way to describe their ships. They rarely employ their largest ships.

Antaran

Specialty: Multi-Phased Field, Phase Ships;
Faction Color: Navy Blue;
Defense: 360º Shields, Strong armor, High Flux amount and generation, Normal Propulsion;
Weapons: Every Type minus ballistics;
Ship Sizes: Normal, Normal fleet sizes. (random spawn zones)

Their ships look like space robotic Squids, very advance looking ones, their weapons are sightly more O.P., dont exist in any station besides their capital system world (meaning they can only be obtained if you destroy their fleet) and their ships are even better in terms of flux to Psilon ships. Their armor is almost as good as the Silicoid. They also possess both Shields and Phase stealth.

-------------------
WEAPONS:
Beams/Blasters:
Laser Cannons
Fusion Beam
Ion Pulse Cannon
Neutron Blaster
Graviton Beam
Phasors
Plasma Cannon
Disruptor Cannon
Stellar Converter
Mauler Device

Ballistics:
Rail Gun
Mass Driver
Gauss Cannon

Missiles:
Mercullite Missiles
Stinger Missiles
Pulson Missiles
Hercular Missiles
Zeon Missiles

Rockets:
Anti-missile Rockets
Scatter Pack V Rockets
Scatter Pack VII Rockets
Scatter Pack X Rockets

Torpedoes:
Anti-matter Torpedoes
Hellfire Torpedoes
Proton Torpedoes
Plasma Torpedoes

Bombs:
Nuclear Bomb
Fusion Bomb
Anti-Matter Bomb

Antaran Weapons (Both Beams/Blasters):
Particle Beam
Death Ray
Neutronium Bomb
---------------

Found some nice info: http://aliens.wikia.com/wiki/Master_of_Orion's_Races

Theres a page i found with alot of "remake info" from a fan that had very interesting ideas on the Strategy type of the game, but also on ship aspect of the game.



As you can see, the ships are different depending on the race were linked to any special faction color and ship style. This part works nicely on starfarer campaign, where "you" a random captain with no "connections" to any of the races could explore/destroy/trade/conquer/ally what ever you please in the game.

Heres more ideas from the same artist/writer that would work on starfarer mod:







The game however is missing in the "relations" part where u cant really control or get benefits for being a "friend" of a faction/race.

You could also add random space monster types, who "appear" around and attack anyone close and have a chance to drop extremely rare weapons/cannons/missiles:



In the end i failed at making ship designs, but ive seen alot ppl who reaaaaaaally good, i can probably code this since its only adding factions, spawns/patrols and stations
but having no "special designed" ships really loses the whole point of this mod. I've seen that making ships in the Battleship Forever with parts made by Kaelis would actually being able to create exactly the "looks" needed.

Heres the link from the author of those images and really cool ideas on a "new" MoO game he wanted to see in a future game:
http://androidarts.com/spaceconquest/gamedesign.htm

Note: i didnt ask him if i could post those images, i hope he'll forgive me tho :S

--POST-POINTED UNTIL WE GET MOD-ABLE STATIONS AND STAR SYSTEMS--

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