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Design a ship!


hyndis
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I have to say the USS Defiant what a ship

It would be smallest of the CC's with a minimal crew

2 SC's

FAST

very maneoveurable

and Great weaponary.

I can just imagine it now zipping though a online Fleet combat scene being chased by fighters and skimming the surface of the CC's.

Hey I can dream.

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My design would something in line with this:-

1. A dreadnaught size starship i.e. something 25% to 50% bigger than a super carrier (if we have cruisers and carriers why not dreadnaughts and superdreadnaughts?);

2. 25-50 double/quad/octo turrets separated over multiple decks;

3. Multiple missile launchers or increased missile arming capacity in the order of 50 missiles;

4. Bow and aft main guns that can fire indenpendently (or alternatively a fixed front main gun and a 360 degree rotating main gun in the middle top or bottom of the ship;

5. No FCs at all;

6. Increased marine complement in the order of a battalion/regiment strength;

7. Increased cargo, weapons stores;

8. 5 - 10 decks to a starship;

9. Severely reduced speed and engine recharge rate;

10. Enchanced shields, cloaking system

The above starship would require serious tactical considerations if a person wishes to use to engage his/her enemies but once engaged would be like slaughtering pigs!!!

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>how about a space station with a cloaking device

someonce coming you dont like? just turn on the cloaks and they cant dock

Umm. No. Thats just dumb. But it would be interesting if there was a way to command a space station. It would be more like a trade game, where you'd invest in trade routes and various products while also making sure that pirates or hostile fleets dont interfere in your profits.

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quote:


Originally posted by insecttoid3:

you will be able to command a station in BCM XP1 i believe


True...

But you can't move it.

However, I did experience a small glitch in the early beta testing where I was somehow switched from my CC to the GalCom Station. I still had my bridge view, but the external view was GC HQ. I was thinking, "Oh boy will those Gammies be surprised!"

I hyperjumped it out to the Mars gate, but it wouldn't fit through it. LOL

It was a wild sight to say the least.

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If I was to design a ship, it would probably be a stealth fighter (I like being stealthy, after all.... I am an Intelligence guy) and really fast too!... lets see here's a little picture and some stats:

Hull: 150 Units

Shields: 50 Units

Speed: 2850

Weapons: 1 IOD

Spectre Image

I'm unsure whether the image will appear at the link I provided, but take a looksie anyways

[ 01-16-2002: Message edited by: Jerold Keenan ]

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Throwing my 2 cents into the ring.

If I were to design a new 'ship', it would visually look similar to the BCmk2, (which to me is the most beautiful of the ships), but would have more than just 3 PTA turrets. It would also carry 4 super fighters.

I usually play now with the Megaron, because for my style of play, it's the only ship with a 'good balance' of features. It's fast enough, has some tough fighters, can keep fighters off it with it's many PTA turrets, and those 4 main guns really do dish out the damage.

But, no offence to whoever designed it, it's UGLY like a Volvo. Like some sort of 'cubist Klingon ship'.

Mind you, Megaron's a great ship. I do wish one of the BC's was equipped near as well, though, since those are very sleek and beautiful ships.

Only other thing I'd like to see would be a Heavy Cruiser like the Sunflash, WITH a Research Engineer, so I could toss T/A shield and Karanian reactor into it. I love the cruisers, but I find it pretty hard to stay alive in them without those two upgrades.

These would be my 'wish list' ships if I were to try to 'design' one.

btw, I like the 'stealth fighter' idea someone tossed up above. Be nice for an Assasin.

Idaho

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quote:


Originally posted by Wolferz:

True...

But you can't move it.

However, I did experience a small glitch in the early beta testing where I was somehow switched from my CC to the GalCom Station. I still had my bridge view, but the external view was GC HQ. I was thinking, "Oh boy will those Gammies be surprised!"

I hyperjumped it out to the Mars gate, but it wouldn't fit through it. LOL

It was a wild sight to say the least.


hehe, I remember that one. Actually what happened was, in the debug version, you can hit a key combo and you would be placed at the perspective of the target. I use that to test the various dynamics without having to keep quitting and starting the game. You must have hit that combo by accident while you had the station targeted.

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quote:


Originally posted by Jerold Keenan:

If I was to design a ship, it would probably be a stealth fighter (I like being stealthy, after all.... I am an Intelligence guy) and really fast too!... lets see here's a little picture and some stats:

Hull: 150 Units

Shields: 50 Units

Speed: 2850

Weapons: 1 IOD

I'm unsure whether the image will appear at the link I provided, but take a looksie anyways

[ 01-16-2002: Message edited by: Jerold Keenan ]


uhm, whats stealthy about those specs?

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Well if I had control over a shipyard of engineers I would design a ship like that with stealth ability (as in you can't target it, thats whats supposed to be stealthy about it ).

You don't like my ships? Fine... I don't like some of your ships .

Anyway, I mainly got the idea from Freespace 2, they have a ship... the pegasus, which hides from sensors due to its very low EM emissions. Not enough of anything for sensors to lock on to, however the ship is incredibly weak and poorly armed.

[ 01-17-2002: Message edited by: Jerold Keenan ]

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quote:


Originally posted by Carl Burning:

Id have a massive.. and slow(400 is max speed) .. capital ship.

*no cloaking system

*40 fighters (4 fighters per squad)(10x Zenstar,10x S24 raven, 10x Lfighter, 10x mantis)

*the normal amt of officers

*2 cargo bays that hold 7500 (weapon bays hold 3000)

*5x shuttle MKII 5x shuttle MKIII 4x ATV 2x HAV 4x LAV

*8 officers, 20 pilots, 40 sys eng, 40 flt eng, 40 medic, 100 marines, no rensing.

*cant use TA shield

*cant enter atmosphere (well... you CAN but youll never get the ship back in space if you survive the enterance because youll drop like a rock )

*16 turrets(4 on each side of the ship) 6 main guns that take take 2 seconds to recharge on max pwr hyper jump transit and recharge 180 sec YAW 5 Roll 4 Pitch 5 max armor 50000 max shield 2500

mmmmm just how i like it--- big slow and powerful

of course I had to put some disadvantages because its no fun in battle when the odds are always in your favor.. (i put 50k armor points because the ship will explode anyway before you hit 0 anyway)


well I actually think the odds would be in favor of those attacking you.

1. It would be a logistical nightmare to effectively command the fighters.

2. the lack of turreted weaponry with capital grade stopping power makes it extremely vulnerable.

3. The slow recharge of the main cannons makes them nearly impossible to use effectivly against smaller more maneuverable ships.

nearly any small ships could out maneuver and out gun the ship while evading the fighter cloud... after the ship was destroyed, one could easilg jump out of the system cloaked.

I didn;t mean to rip the ship apart, just my thouts on it

[ 01-17-2002: Message edited by: Eclipse ]

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  • 1 month later...

Weeeeell.... I'd go small... all you power mongers out there disgust me!

It would be a cruiser. Close in defense with lots of PTA, more than a sunflash. A slightly weaker IOD than most ships. It is intended to protect Carriers and other large ships from being raped by fighters, missles, and SF marines.

There would also be at least 20-30 marines on board for boarding actions and BA defense. 2 shuttles, but the primary means of deployment would be the transporter.

Light to medium sheilding and armor. Since the attackers would be primarily attacking what ever it was escorting.

There ya go...

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Guest Grayfox

hehe... assault transport something strong enough to withstand the pounding it gets while docking with the enemy craft, with decent range/power weapon systems to fend off enemy fighters.

basically something to get me and my fellow jarheads on board the enemy craft in one piece.

the ground pounder in me emerges everytime

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  • 2 weeks later...
  • 5 months later...

Nova Class Destroyer

A light, fast capital ship designed for escort and anti-fighter defense. It lacks firepower, durability, and range, but makes for these by being cheap to produce and quick to respond. It can utilize it's fast hyperdrives to quickly intercept incoming threats before they can harm ships it's charged with protecting. It's the ideal for partoling merchant shipping lanes and freeing valuable cruisers and carriers for more important dutys. Of course, it's also the perfect ship for attacking those very same shipping lanes.

Armament:

1 Main Gun

3 Twin mounted turrets (6 in all)

Crew:

7 Officers

5 Sengineers

1 Fengineer

2 Medics

5 Marines

Capacity for 5 guests and 5 prisoners

Performance:

Hyper Drive: 30 sec Transit Time/30 sec Recharge Time

Max Speed: 1.95 km/sec

Pitch: 18 Degrees/sec

Roll: 22 Degrees/sec

Yaw: 24 Degrees/sec

Protection:

Shield: 750

Armor: 1250

Capacities:

Cargo Bay (x2): 3000 each

Weapons Bay (x2): 1500 each

Radine Tank: 2400

Plutonium Tank: 800

Crafts:

1 Shuttle MkI

As for having a ship yard, I have one... it's called 3DS Max. The ship I just described is already "under construction". It just needs a couple tweaks and textures and the model will be ready to go... of course since I can't add it to the game until GBS-II is out, I'm not in a major to texture it.

nova.jpg

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Guest Fox__Trot

The ship i'd design well No The ship i'd cheaply rip off from another game? Why load up freespace 2 and look at the specs on the callusaus (spelling?) and then I'd make it faster.... and yes it would launch BC mk 2's ... yes yes it would now if I were playing as a gammulan then the whatever the heck the freespace 2 shivian super ship was (its big its evil and it looks cool)

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quote:


Originally posted by Litvyak:

It just needs a couple tweaks and textures and the model will be ready to go... of course since I can't add it to the game until GBS-II is out, I'm not in a major to texture it.


Well, you still have to texture it, export it, check it out in BCStudio before you even think of putting it in the game using GBS-II.

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quote:

Originally posted by Supreme Cmdr:

Well, you still have to texture it, export it, check it out in BCStudio before you even think of putting it in the game using GBS-II.

Yep, I know... probably finish the modeling tonight and start on creating the textures (textures are my weak point, so that might take awhile). I read through the tutorial you put up and have looked over many of the ships in BCStudio so I have a good idea about what I need to tag on it and conventions I need to use once I'm ready to set it up. I also wrote up the entry for assets.ini though it's not actually in the file just saved in a text file to be copied and pasted later.

[ 09-03-2002, 01:28 PM: Message edited by: Litvyak ]

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Learn to creep before you thinking of walking.

Until the model is finished, exported and tagged, you don't have to piss around in assets.ini because that is NOT the extent of it. You also need an entry for it in the objdefs.scr and objclass.scr files.

..and that assets.ini file has an MD5 encryption tag at the top in order to prevent tampering.

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If I knew anything about anything about modeling I wouldnt make a ship..Id Weapons of Mass Destuction...example..Ion Cannons...two different types

Model 1: A small Ion cannon that fits inside a pod (where a probe is loaded). These small cannon are only good for taking out single buildings...or providing space defense..The recharge by the sun...so placing them well would be in order..

Model 2: A massive cannon that would most likely have to be towed. This cannon could hit and take out an entire city. It provides its own defense systems and some energy...but it too needs sun to recharge.

Thats what I think...Id like to see more weapons like nukes,or RANDOM...or..Id rather like to see the RANDOM...(still hasnt see it...feel bad for me).

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quote:

Originally posted by Supreme Cmdr:

Until the model is finished, exported and tagged, you don't have to piss around in assets.ini because that is NOT the extent of it.

It's finished, exported, and will be tagged once BCStudio will save them correctly... can I go piss around in that file now? j/k

quote:

Originally posted by Supreme Cmdr:

You also need an entry for it in the objdefs.scr and objclass.scr files.

Yep, read that, but not much I can do about that one right now

quote:

Originally posted by Supreme Cmdr:

..and that assets.ini file has an MD5 encryption tag at the top in order to prevent tampering.B]

Read that part of the tutorial, too. I imagine that's why I haven't changed anything in the file, only read it.

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