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wgd Lieutenant
Joined: 28 Mar 2008 Posts: 43
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Posted: Wed Jun 18, 2008 3:47 am |
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How much would this cost in terms of Officers and Crew?
Would this addition also result in the increase of Crew/Officers for Hiigs?
As you know the Vagyr do not have crew limitations. |
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minion Lieutenant
Age: 39 Joined: 04 Jun 2008 Posts: 43
Location: Whangaparaoa, Auckland, NZ Interests: Hardware, Computing, Service Delivery, Rock Climbing, Snowboarding, Snorkerling, 3D modelling and Gaming Occupation: IT Services Manager
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Posted: Wed Jun 18, 2008 4:21 am |
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Yes they do. When you reach maximum crew upgrade, off the top of my head. I believe its about 600 crew and 40 officers. _________________
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BB3 Ensign
Joined: 16 May 2008 Posts: 4
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Posted: Wed Jun 18, 2008 10:34 am |
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first post here, been following Complex for like...ever.
Anywho, love the Battleship, but I think it might be a little too...white.
To me Hiigaran ships are bout that shape, but theyre not so bright. |
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vila Moderator
Joined: 28 Mar 2008 Posts: 1609
Location: UK
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Posted: Wed Jun 18, 2008 10:45 am |
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maddeath wrote: | Such huge prominent windows on a battleship? Suicide! |
What if the windows are made of a transparent form of the same stuff the hull armour is made of?
I've had a few more thoughts. The side-mounted main armament turrets can obviously fire straight ahead, up, down and rearward but seem to have little sideways ability. I'd like to see two more turrets, one above, one below, to give all-round fire capability. Perhaps on that empty front section? The triple sweeper (if that's what it is) could be raised slightly to fire over the top of the forward turret.
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maddeath Admiral
Gender: Age: 36 Joined: 05 Apr 2008 Posts: 386
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Posted: Wed Jun 18, 2008 4:16 pm |
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Yea, maybe even the whole ship is a hollow mesh, covered in colorful texture, no? XD
Anyway, the side mounted turrets gave me the same thought as well.
But this is just a feeling coming out of common sense of land creatures I'd say.
I mean, the standard hiig bc has the same problem, just on a different plain. But is it really a weakness? OK, it is... Big problem? No. This is not the open sea, this is open space even. The ships can freely roll 90 and more degrees and that's it. No water leaking in or whatsoever. Just varying armor thickness can play a role.
This problem can be solved using smart maneuvers. This might look funny at first when applied, but the military doesn't know "funny".
Btw, have you seen the bottom of the hull? Most likely some guns are already there. I too would like to see additional armaments on the bottom side.
Seems like there are some rocket launchers mounted in front, which patch up any blind spots. Or so I hope.
Most of all, let's not turn this into a PDS ship. We wouldn't want that, now would we?
To conclude: If there are armaments on the bottom as I expect them to be and Beghins codes the battle maneuvering right, there should be no trouble at all.
But anyway, what about modules? Which will be available? How many slots?
I would like to see 2 module slots there.
How bout a energy shield module at last? Make it expensive, just put it in. _________________ When dealing with citizens, if it felt good saying it, it was wrong. |
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nitemaestro Commander
Age: 34 Joined: 27 Apr 2008 Posts: 123
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Posted: Wed Jun 18, 2008 5:25 pm |
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Nah... keep the windows!! It makes a nice aesthetic appeal!
The back-story for the ship could be that it was evolved/modified from a 'cruise liner' vessel!
Actually, keeping with that idea... what about if this ship could include/suggest the option of having crew/office quarters as a module option?
Just an idea. |
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Mikeybee123 Captain
Gender: Age: 31 Joined: 07 Jun 2008 Posts: 170
Location: Jersey, Channel Islands Interests: WH40k, GMod, Amateur Programming. Occupation: A2 Student
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Posted: Wed Jun 18, 2008 7:18 pm |
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Very good ship and am loving some of the comments, to add to my last post...is it as powerful as its Vagyr counterpart?
BTW love the idea for crew module _________________ Return the Second Core, and I will spare your Homeworld |
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maddeath Admiral
Gender: Age: 36 Joined: 05 Apr 2008 Posts: 386
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Posted: Wed Jun 18, 2008 8:11 pm |
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Hell yea! The crew module sounds awfully tempting.
Having a crew module as "hostage" on your battleship sure would make you think twice about how you should use it. Seems to me like there's the true "complex" spirit in this. _________________ When dealing with citizens, if it felt good saying it, it was wrong. |
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nitemaestro Commander
Age: 34 Joined: 27 Apr 2008 Posts: 123
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Posted: Wed Jun 18, 2008 8:43 pm |
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The module would make it so that the Battleship is not only an offensive force, but something that you wouldn't just "send around" since not only would you use the crew on there, but also some of the crew that "aren't"... The 'crew' that are abandoned could manifest in some sort of 'defecting' units... Which ones? iunno. Hadn't thought about it...
But that'd change things... If a couple of your squadrons back at 'home' "mutinied"... (probably some AI control or something... a "3rd" faction so to speak...) |
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CloudAge Fleet Admiral
Age: 33 Joined: 28 May 2008 Posts: 488
Location: Ontario, Canada
Occupation: Nissan Website: http://www.ubuntu.com/
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Posted: Wed Jun 18, 2008 8:59 pm |
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The ship doesn't seem detailed as much as other ships and its too boxy Hiigaran stress smooth curves and the head could be better but all in all i like the wings of sort and the cannons!! its just seems when you compare it to the Battle Ship in the back they don't flow well! _________________ Flesh is a design flaw. The era where man must define his existence has been drawn.... I am humanity upgraded... |
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nitemaestro Commander
Age: 34 Joined: 27 Apr 2008 Posts: 123
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Posted: Wed Jun 18, 2008 10:02 pm |
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Iunno... I think that it works nicely as a contrast to the Vortex, Battlecruisers, and Destroyers.
The styling makes the Battlecruisers seem to fit the 'cruiser' part of their name better, as they are 'sleeker'/'smoother' than the Battleship. The design also offers a contrast to the Vortex as it's more 'in your face' or 'up-front' in comparison to the 'exotic' nature of the elusive Vortex, IMO. See what I mean? |
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minion Lieutenant
Age: 39 Joined: 04 Jun 2008 Posts: 43
Location: Whangaparaoa, Auckland, NZ Interests: Hardware, Computing, Service Delivery, Rock Climbing, Snowboarding, Snorkerling, 3D modelling and Gaming Occupation: IT Services Manager
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Posted: Wed Jun 18, 2008 11:16 pm |
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Will this have two module points and 10 special points?
Mean all the turrets with be upgrades, like the current BC. _________________
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vila Moderator
Joined: 28 Mar 2008 Posts: 1609
Location: UK
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Posted: Wed Jun 18, 2008 11:16 pm |
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The crew module idea doesn't work for me. What would be its purpose? It would be more relevant to a carrier where it would provide crews for strike craft and/or frigates. There would also have to be some way of getting the crew personnel on and off the ship, so hangar/docking facilities would be needed. That's not what battleships are about. A battleship is about strength and hitting power - nothing more, nothing less.
Last edited by vila on Thu Jun 19, 2008 12:32 am; edited 1 time in total |
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maddeath Admiral
Gender: Age: 36 Joined: 05 Apr 2008 Posts: 386
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Posted: Wed Jun 18, 2008 11:42 pm |
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Sadly, that is true.
A standard complex crew module could never work.
Damn crew cells... |
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nitemaestro Commander
Age: 34 Joined: 27 Apr 2008 Posts: 123
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Posted: Thu Jun 19, 2008 3:25 am |
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vila wrote: | The crew module idea doesn't work for me. What would be its purpose? It would be more relevant to a carrier where it would provide crews for strike craft and/or frigates. There would also have to be some way of getting the crew personnel on and off the ship, so hangar/docking facilities would be needed. That's not what battleships are about. A battleship is about strength and hitting power - nothing more, nothing less. |
I get your point, and I agree... I was just thinking of it (or something like it) that would have 'rolled over' from the chassis' "Luxury Liner" days... and would still add to the game as well.
It was really just a spur of the moment thing to go along with the 'back-story' I suggested.
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