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Koril Ensign
Complex Patron
Joined: 11 Jun 2018 Posts: 9
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Posted: Fri Jun 22, 2018 12:15 am |
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I have a second suggestion that I think will really add to the Turanic Raiders toolkit. I'll wait until build 38 drops for Complex 13 before really trying to determine where they lag, but in any case;
I feel like, given their lack of ships in general, the Turanic Raiders could use a general purpose frigate. I'd suggest designing one by taking the Ion Array Frigate as a model base, stripping off the arrays and instead adding two turret struts similar to the Mothership/Battlecarrier, giving them four kinetic turrets. And at the front, plaster a pair of plasma bomb launchers over the hole where the ion cannon normally is. By using existing assets this should hopefully save a chunk of work. This creates a stock Assault Frigate on par with their Kushan and Taiidan contemporaries, but one that looks properly Turanic. And to carry on from the Corvettes, allow them to replace those turrets with laser turrets or rapid ion turrets as research progresses, keeping with their modular theme and allowing the frigate to fill multiple roles. without needing multiple frigates, and letting them screen for the heavier-hitting but more fragile Ion Array Frigates. I hope this is in keeping with your goal of them being a more simple faction. A few modular chassis per class seems like it is in keeping with your design goal.
I haven't come up with anything that would fit for the destroyer class, and I assume the Mothership/Battle Carrier is meant to serve as their Heavy/Battle Cruiser after all of its upgrades.
After 38 drops I'll try to post something in the dev forum and take a hard look at how they stack up against the more complex factions and see if I can't suggest easy fixes that fit with their design goal. |
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Oni Lead Artist
Complex Team
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Joined: 26 Jan 2009 Posts: 1416
Location: Czech
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Posted: Fri Jun 22, 2018 5:54 pm |
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Can you make some concept pictures ? |
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Koril Ensign
Complex Patron
Joined: 11 Jun 2018 Posts: 9
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Posted: Fri Jun 22, 2018 6:06 pm |
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Sure thing, I'll make something after work. Fair warning it'll be rough :v |
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Oni Lead Artist
Complex Team
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Joined: 26 Jan 2009 Posts: 1416
Location: Czech
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Posted: Fri Jun 22, 2018 6:39 pm |
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Its about capture the idea, not to be awesome. |
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Koril Ensign
Complex Patron
Joined: 11 Jun 2018 Posts: 9
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Posted: Sat Jun 23, 2018 12:57 am |
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Alright, here's a rough mockup of the idea;
Top Down View:
Or
And maybe put spikes or antenna where the wings normally go, I dunno.
From the front, bomb launchers replace ion cannon. Each strut holds two turrets:
This would match the stock vanilla configuration of a HW1 Assault Frigate. And you could allow it to change its turrets like a Gun Corvette for added flexibility/utility. |
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Beghins Lead Designer
Complex Team
Gender: Age: 49 Joined: 27 Mar 2008 Posts: 1933
Location: Italy, Milan
Website: http://www.homeworld2c...
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Posted: Sat Jun 23, 2018 10:39 am |
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Oni Lead Artist
Complex Team
Gender:
Joined: 26 Jan 2009 Posts: 1416
Location: Czech
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Posted: Sun Jun 24, 2018 11:03 am |
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Beghins Lead Designer
Complex Team
Gender: Age: 49 Joined: 27 Mar 2008 Posts: 1933
Location: Italy, Milan
Website: http://www.homeworld2c...
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Posted: Sun Jun 24, 2018 2:09 pm |
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Oni Lead Artist
Complex Team
Gender:
Joined: 26 Jan 2009 Posts: 1416
Location: Czech
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Posted: Mon Jun 25, 2018 2:00 pm |
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Well, there is some logics behind the scene in ship designs and they role.
Frigate ship is aproximateli equivalent of one medium turret.
So the whole ship is like 1 turret.
And 4 turrets are like one capital ship. 4 frigates vs destroyer should be aproximateli equal in 4vs1.
Anyway the way how things are designed by scale it is frigate should fit into frigate hangar bays. but medium turrets are really big in compare with frigates and there is a not writen rule.
Frigate should fit/carry one medium turet in size and dmg statistics.
If you look at the picture thats the real unit scale compared with turrets hardpoints.
If we rescale the frigate ship to match the size with turrets it will be big like destroyer.
That means it will not fit into frigate hangar bay. compared with firepower it will be like destroyer in size of frigate.
Anyway, i have a idea :)
Check the recommended mopdification. |
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Koril Ensign
Complex Patron
Joined: 11 Jun 2018 Posts: 9
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Posted: Mon Jun 25, 2018 5:10 pm |
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That redesign looks better than my idea, and even keeps the iconic wings. Very neat! |
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Beghins Lead Designer
Complex Team
Gender: Age: 49 Joined: 27 Mar 2008 Posts: 1933
Location: Italy, Milan
Website: http://www.homeworld2c...
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Posted: Tue Jun 26, 2018 9:30 am |
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We should try to do the frigate as in picture 3-4-5, the recommended picture doesn't add stuff, it's the same frigate with two turrets so it doesn't worth, so try to scale up the frigate and scale down the attached part to make it dockable into hangar, if it's not possible we must leave this task, it's taking to much effort/time _________________ www.homeworld2complex.com
beghins@homeworld2complex.com
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Oni Lead Artist
Complex Team
Gender:
Joined: 26 Jan 2009 Posts: 1416
Location: Czech
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Posted: Tue Jun 26, 2018 2:24 pm |
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Beghins Lead Designer
Complex Team
Gender: Age: 49 Joined: 27 Mar 2008 Posts: 1933
Location: Italy, Milan
Website: http://www.homeworld2c...
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Posted: Tue Jun 26, 2018 10:42 pm |
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mrkhor Lieutenant
Gender: Age: 32 Joined: 25 Aug 2012 Posts: 49
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Posted: Thu Jun 28, 2018 6:32 pm |
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1) Sound effect bug...
When i play complex 12.2 as hiigara race, we can hear the a deep noise when we zoom close to a group of resource collectors harvesting resources. But sometimes even i zoom of the scene and view other places, that deep noise do not go out and keep playing the deep noise sound effect for like 30 seconds before it stops.
Steps to trigger the event: hiigara race, mothership and carrier park at RU stones as close as possible , make those RU stones full resource collector collecting resources, then try to scroll and zoom in and out at a resource collector. Might hear a deep noise keep playing evem though we are viewing other places.
2) Unit indicator interface difficulty
We can change the unit identification display by pressing the "tab" button. There are 3 modes
1-no unit indicator
2-unit indicator on, but only visible when we zoom out far enough, problem happens when enemy units are mixing among in my fleet battling. I cannot see clearly and pin point the target that i want to focus attack since i have zoom close enough and the unit indicator do not display.
3-the unit indicator are turned on permanently regardless of zooming distance. But sadly the module effect radius indicator turn on as well making my display looks very complicate and confusing...
So i here by suggest to add a mode just to turn on unit indicator permanently that DO NOT affect by the zooming distance. So player can distinguish own unit and enemy clearly.
There is one more i need to point out, when i turn the 3rd mode to display the module effect radius in complex 12.2 the game lags heavily. It does not happen on complex 9.1 . Just to let you guys know what i have encountered with my slow pc. Here is my pc spec:
i5 3337U
NVD GT 620m
8GB ram dual channel ddr3
Win10 pro 64bit
Kingston SSD
Game graphics: resolution 720p all low settings. |
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ALC Content Admin
Complex Team
Joined: 10 Sep 2008 Posts: 6985 Post Vote: Location: Éireann • Ireland • Irlanti • Republika Irlandia
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Posted: Fri Jun 29, 2018 2:02 pm |
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Oni wrote: | And what about this ? |
This is a much better design.
In looking at the frigate with big turrets concept, it reminds me a bit of the idea of the Graf Spee-type 'pocket battleship' -there is a limit to the size of the gun emplacements that can be put on a small hull platform.
It looks neat on this design
_________________ I'll have a Neutron Blaster please...
...No Neutron Blasters...
In that case I'll have a glove... |
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