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Author Topic: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 368826 times)

Uomoz

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Re: The Nomads (0.8.1)
« Reply #135 on: May 05, 2012, 12:14:50 PM »

Awesome concepts: the ship AND the flotilla behavior.

(Is that ship Quarian-inspired? *_*)
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Trylobot

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Re: The Nomads (0.8.1)
« Reply #136 on: May 05, 2012, 12:19:12 PM »

(Is that ship Quarian-inspired? *_*)

Yes. When I said "inspired by Mass Effect," the Quarian ships were what I was referring to. Luckily the concept of a habitat ring is not unique to Mass Effect though, it's one of the earliest ideas for habitable space vessels in all of sci-fi; so I have plausible deniability (except of course for this admission, which irrevocably implicates me (good thing I'm a moderator))  8)
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Vandala

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Re: The Nomads (0.8.1)
« Reply #137 on: May 05, 2012, 12:19:45 PM »

Sounds impressive. I'd love to see it.

Uomoz

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Re: The Nomads (0.8.1)
« Reply #138 on: May 05, 2012, 12:25:03 PM »

Then, when engaged and hostile they should say:

Spoiler
[close]
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Erick Doe

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Re: The Nomads (0.8.1)
« Reply #139 on: May 05, 2012, 12:25:20 PM »

Reminds me of a concept design for the game Homeworld. There was going to be a ship that was so massive, it would act as background. Anyway, it was cancelled or something. Too difficult to implement. I recall the design got changed to the Bentusi shipyard-ship.



It also sort of reminds me of that. Anyway, awesome design!
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arcibalde

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Re: The Nomads (0.8.1)
« Reply #140 on: May 05, 2012, 12:28:08 PM »

If you manage to pull that out it would be great  ;D
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Trylobot

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Re: The Nomads (0.8.1)
« Reply #141 on: May 05, 2012, 12:32:52 PM »

.. concept design for the game Homeworld ..

Another of my favourite games! It would be hard for me to think of another game that (up to that point) had solved so well the problem of issuing orders to heterogeneous fleets in true 3D space, and managing all the activity that you get in a pitched battle.

Also one of my favourite settings appears in their options menu:
"Enable NLIPS [_]"
(Non-Linear Inverse Perspective Scaling) or (small ships that you realistically wouldn't be able to see, instead appear slightly larger than they would be so that you can see all the cool detail that we put into it, because we think they look neat, and you should be able to look at how neat they are LOL)
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Erick Doe

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Re: The Nomads (0.8.1)
« Reply #142 on: May 05, 2012, 12:34:33 PM »

Not to mention the sense of scale... and the story line!
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Uomoz

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Re: The Nomads (0.8.1)
« Reply #143 on: May 05, 2012, 12:38:21 PM »


"Enable NLIPS [_]"
(Non-Linear Inverse Perspective Scaling) or (small ships that you realistically wouldn't be able to see, instead appear slightly larger than they would be so that you can see all the cool detail that we put into it, because we think they look neat, and you should be able to look at how neat they are LOL)

I always Disabled it!

On topic though: Will the Oasis be of the scale of 2 Paragons (approximately), more, less or TBD?
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Trylobot

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Re: The Nomads (0.8.1)
« Reply #144 on: May 05, 2012, 12:46:17 PM »

Since there would be no point to entering the refit screen to assign weapons to the Oasis, there's no limitation there. I think my biggest limitation is going to be "how much time am I willing to devote to the art."

I'm probably down for making something perhaps 1.5x - 2x as long as the Gila. We'll see. It's not going to be some kind of supermassive ridiculous ship, just real big. Since the ship itself will be larger than most capital ships, but will have no weapon systems, it's justifiable for it to have room for a massive number of people.

I'm thinking of setting very high limits on max crew, max cargo and max fuel. Only a skeleton crew would be required to fly it, say ~100, but the max crew limit will be ~20,000. Or in other words, enough crew that you could man several fleets, if they all suddenly vacated  8)
« Last Edit: May 05, 2012, 12:47:59 PM by Trylobot »
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Sunfire

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Re: The Nomads (0.8.1)
« Reply #145 on: May 05, 2012, 01:56:42 PM »

Why wouldn't the ship have pd? that seems like something I would want my civilization's home/ship/massive thingy to have
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Trylobot

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Re: The Nomads (0.8.1)
« Reply #146 on: May 05, 2012, 02:12:26 PM »

It won't need any PD. The armor and shields will be such that a typical strikecraft will fail to do any significant damage, and that forces the attacker to engage the rest of the Nomad fleet.
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Sunfire

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Re: The Nomads (0.8.1)
« Reply #147 on: May 05, 2012, 02:25:44 PM »

Oh lord this ship is going to be a monster to kill, is there any way to make it not retreat?
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Trylobot

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Re: The Nomads (0.8.1)
« Reply #148 on: May 05, 2012, 02:32:38 PM »

"Retreat" is probably giving the ship too much credit. It's going to be pretty slow. Among the slowest ships in the game, if not actually the slowest; you won't have any trouble catching up to it if you do manage to cripple its escort.

But no, there's no way to tell the game "ship X cannot retreat."
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Erick Doe

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Re: The Nomads (0.8.1)
« Reply #149 on: May 05, 2012, 02:37:28 PM »

It won't need any PD. The armor and shields will be such that a typical strikecraft will fail to do any significant damage, and that forces the attacker to engage the rest of the Nomad fleet.

Need I remind you of the 1 X-wing vs 1 Deathstar concept?  :D

KABOOM!
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