Team Complex

Homeworld Complex - Hiigaran Battleship

Beghins - Tue Jun 17, 2008 7:45 pm
Post subject: Hiigaran Battleship
Well, I'm speaking with Authors of "The Price Of Freedom" mod about the model below.
May be it will be the new Hiigaran Battleship in the Complex 6.9 release.
Let me know what do you want from this ship.

Mikeybee123 - Tue Jun 17, 2008 8:02 pm
Post subject:
oohhhhhhhh yeah!
I'm takin' it that it will be more powerful than the Vortex?
Amazing desgn btw can't wait to see it in action!
minion - Tue Jun 17, 2008 9:47 pm
Post subject:
It's a good looking ship.

Is the model smaller or larger that the battle cruiser in the back ground?
I'd prefer it more if the hull was slightly longer and thicker, with the larger turrets made a bit smaller.
Beghins - Tue Jun 17, 2008 10:09 pm
Post subject:
A little bigger then the Battlecruiser, yes, more powerful then the Vortex.
Pete J - Tue Jun 17, 2008 10:50 pm
Post subject:
I like the idea of adding a Hiigaran Battleship. However (and I hate saying this as there's probably no way that I'd come up with a model half as good) I find it a bit too 'flat', especially at the front.

I do like the use of the cool turrets though. Maybe a few more could be added to hide the flat spots?
minion - Tue Jun 17, 2008 11:01 pm
Post subject:
Cool

The ion cannons on the port and starboard sides could be reduced. Possibly by a quarter.
Davijoe2002 - Tue Jun 17, 2008 11:06 pm
Post subject:
The fins look very cool and the quad cannons.

Dont get me wrong it looks awsome but the higs really need an new battleship tho?? Whats gunna make me chose it over the battle cruiser???


Is it just gunna be uber hardcore??
vila - Wed Jun 18, 2008 12:01 am
Post subject:
I like!

Heavy armour and powerful guns are the principal requirements. If the main cannons are as powerful as they look their size is OK.

I think the flat shape is absolutely right for a Hiigaran ship.
CloudAge - Wed Jun 18, 2008 12:03 am
Post subject:
How would it hold up to the Vaygr counter part? with out upgrades would one be stronger and then with?
nitemaestro - Wed Jun 18, 2008 12:27 am
Post subject:
That'd be a great model to replace just recycling the battlecruiser one for battleship. IMO... Nice work Very Happy
Davijoe2002 - Wed Jun 18, 2008 12:30 am
Post subject:
I assume the the quad cannons are long barrel heavy kinetic turrets??

Increased range and accuracy methinks??
vila - Wed Jun 18, 2008 12:35 am
Post subject:
What quad cannons?
Davijoe2002 - Wed Jun 18, 2008 12:53 am
Post subject:
nooo sorry their tripples.

My Bad!!! Embarassed
vila - Wed Jun 18, 2008 1:54 am
Post subject:
I think they're sweepers.
maddeath - Wed Jun 18, 2008 3:36 am
Post subject:
I must say that this is love at first sight.
I'd just remove the things in front that are probably supposed to be windows. Such huge prominent windows on a battleship? Suicide!
wgd - Wed Jun 18, 2008 3:47 am
Post subject:
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.
minion - Wed Jun 18, 2008 4:21 am
Post subject:
Yes they do. When you reach maximum crew upgrade, off the top of my head. I believe its about 600 crew and 40 officers.
BB3 - Wed Jun 18, 2008 10:34 am
Post subject:
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.
vila - Wed Jun 18, 2008 10:45 am
Post subject:
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? Smile

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.
maddeath - Wed Jun 18, 2008 4:16 pm
Post subject:
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.
nitemaestro - Wed Jun 18, 2008 5:25 pm
Post subject:
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! RazzRazz

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.
Mikeybee123 - Wed Jun 18, 2008 7:18 pm
Post subject:
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
maddeath - Wed Jun 18, 2008 8:11 pm
Post subject:
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.
nitemaestro - Wed Jun 18, 2008 8:43 pm
Post subject:
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...)
CloudAge - Wed Jun 18, 2008 8:59 pm
Post subject:
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!
nitemaestro - Wed Jun 18, 2008 10:02 pm
Post subject:
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?
minion - Wed Jun 18, 2008 11:16 pm
Post subject:
Will this have two module points and 10 special points?
Mean all the turrets with be upgrades, like the current BC.
vila - Wed Jun 18, 2008 11:16 pm
Post subject:
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.
maddeath - Wed Jun 18, 2008 11:42 pm
Post subject:
Sadly, that is true.
A standard complex crew module could never work.
Damn crew cells...
nitemaestro - Thu Jun 19, 2008 3:25 am
Post subject:
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.
md1053 - Fri Jun 20, 2008 6:20 pm
Post subject:
It IS pretty cool. BUT, anyway, too distant from hiig design. It's like a 'vagyrized' carrier: not enough 'flat'. Those diagonal fins add a lot to this point of view (almost every additional fin, antenna, every thing that sticks out from hiig ships is flat horizontal)
Those kinetic cannons are really huge and cool. Such projectiles might really influence the ship's attitude

vila wrote:

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.


The vaygr bs has a similar limitation. Both cannons and green ions turrets are quite strictly hinged
nitemaestro - Fri Jun 20, 2008 7:52 pm
Post subject:
Iunno... the design seems very Hiig to me...
Maybe the 'fin' does mess around with 'Vagyr'esqueness... but still...
Isul - Fri Jun 20, 2008 8:06 pm
Post subject:
A good design. Reminds me of those old Star Wars dreadnoughts. Its configuration hint of a frontal attack chassis instead of the broadside configuration of the current cruiser. Any additional details on the front would greatly enhance this model.
Isul - Fri Jun 20, 2008 8:16 pm
Post subject:
Also, imo, the current juggernaught model would be a great template for a higaran battleship (i'm not very fond of the current suicide role of this ship).
nitemaestro - Fri Jun 20, 2008 10:29 pm
Post subject:
Isul wrote:
Also, imo, the current juggernaught model would be a great template for a higaran battleship (i'm not very fond of the current suicide role of this ship).


Yeah... It would.
Brilliant idea Isul... Brilliant!!!
vila - Sat Jun 21, 2008 2:13 am
Post subject:
Isul wrote:
Also, imo, the current juggernaught model would be a great template for a higaran battleship (i'm not very fond of the current suicide role of this ship).

Not sure about that. It's not really big enough. It's more like a fat destroyer.
nitemaestro - Sat Jun 21, 2008 12:44 pm
Post subject:
vila wrote:
Isul wrote:
Also, imo, the current juggernaught model would be a great template for a higaran battleship (i'm not very fond of the current suicide role of this ship).

Not sure about that. It's not really big enough. It's more like a fat destroyer.


True, but tweak the model some, and give it some turrets?? I think it could look pretty cool! Very Happy
Bynooooooooooe - Sat Jun 21, 2008 8:31 pm
Post subject:
We need to start thinking about trying to combine mods! and then we have more ships then one could point a stick at! Razz
Krall - Sun Jun 22, 2008 5:48 am
Post subject:
the model is really nice
but its way too terrainish, when i look at it, i just dont see higarans operating it
Mikeybee123 - Mon Jun 23, 2008 5:18 pm
Post subject:
Have tried TPOF, where this model comes from.

It will need to be scaled up for it to fit the role of Battleship
SpardaSon21 - Sun Jun 29, 2008 1:48 pm
Post subject:
What TPOF ship is that? Just wondering because I love that mod, but I can't remember this ship. Its obviously UNCG (DOL copy Vaygr).
Thor04 - Fri Jul 04, 2008 1:42 am
Post subject:
in front looks like frigate.
those windows look like 5 ppl can sit and drive it Sad.
remove windows and put more minutiae to look like hundred ppl
operating in there.
CloudAge - Sun Jul 06, 2008 6:49 pm
Post subject:
I must agree on the glass looking windows in space but more or less it doesn't really matter we are also borrowing this from another mod so I'm happy we even have it!
Alewx - Mon Jul 14, 2008 5:33 pm
Post subject:
i Think the Model of the Battleship should get a overwork. most here like it but i think it is not really the style of hiigarans.
Anubis2k24 - Tue Jul 15, 2008 4:31 pm
Post subject:
hmm... I dunno... I still prefer the look and feel of the original Hiigaran Battleship Class... I guess i'm just old school... nice ship tho, or atleast we'll c 1nce it releases...
Alewx - Tue Jul 15, 2008 7:08 pm
Post subject:
I'm a fan of the Hiig Battlecruiser of HW2 it is the best looking ship to my mind.
Hades - Tue Jul 15, 2008 10:33 pm
Post subject:
Alewx wrote:
i Think the Model of the Battleship should get a overwork. most here like it but i think it is not really the style of hiigarans.

I could say that about the Vortex. It just looks like the old style alien type ships from the sci-fi.
It doesn't fit as Hiigaran in my opinion.
md1053 - Wed Jul 16, 2008 1:02 pm
Post subject:
Hades wrote:

I could say that about the Vortex. It just looks like the old style alien type ships from the sci-fi.
It doesn't fit as Hiigaran in my opinion.


I don't think so. Vortex is pretty cool because old style alien saucers look flat and shoot lasers while flying in every diretion. This thing, instead, looks like a huge mobile platform. Cannons everywhere, flying in circles while shooting torpedoes from the back. Nasty
Alewx - Wed Jul 16, 2008 4:51 pm
Post subject:
Hades i agree with you the Vortex should get some more length. and better commandbridge. then it would be perfect.
Nakamura - Wed Jul 16, 2008 7:31 pm
Post subject:
I think that the 4 nukes are too much for a ship like the battleship. It would be much batter if there would be a slot for a subsystem like hyperspace module and then you could decrease the number of nukes to 3.
DJ Die - Thu Jul 17, 2008 3:32 am
Post subject:
Alewx wrote:
Hades i agree with you the Vortex should get some more length. and better commandbridge. then it would be perfect.

whats the obsession with having warship brigde on outside? its totaly whacked because you have to use sensors to find anything in space visual range is very short and such feature only means youll have another weak spot on ship and stop that can well mean that battle is over if you hit bridge
Spork - Fri Jul 18, 2008 12:52 am
Post subject:
Well then how would the intergalactic windshield companies make money? I suppose next you'll want to get rid of the extior lights on the fleet as well.
DJ Die - Fri Jul 18, 2008 2:06 am
Post subject:
Spork wrote:
Well then how would the intergalactic windshield companies make money? I suppose next you'll want to get rid of the extior lights on the fleet as well.

nah but not having huge bridges on outside of hull will sufice Wink Razz
Moander - Fri Jul 18, 2008 5:15 pm
Post subject:
heh this battleship doesn't fit to the ship building styles hiigarans. And its smaller than Battlecruser, and to much combination on the whole looking. I would prefer to enlarge a shipyard and to make it on base of bigger ship named battlecruiser. This is not to much work. battlecruiser is beautiful ship but battleship doesn't fit at all
Alewx - Fri Jul 18, 2008 11:54 pm
Post subject:
DJ Die alle Hiig Ships have an outsided Bridge. Destroyers, Battlecruiser, Frigates it seems to be tratitional.
vila - Sat Jul 19, 2008 2:25 am
Post subject:
Moander wrote:
heh this battleship doesn't fit to the ship building styles hiigarans. And its smaller than Battlecruser,

At the risk of upsetting Nerb with another WW1/WW2 comparison, battle cruisers have always been bigger than battleships. They have to be in order to contain the extra propulsion power for their higher speed.
DJ Die - Sat Jul 19, 2008 4:28 am
Post subject:
vila wrote:
Moander wrote:
heh this battleship doesn't fit to the ship building styles hiigarans. And its smaller than Battlecruser,

At the risk of upsetting Nerb with another WW1/WW2 comparison, battle cruisers have always been bigger than battleships. They have to be in order to contain the extra propulsion power for their higher speed.

not necessarily but yes for example Admiral class battlecruisers were huge in fact they were largest warship built by royal navy and not even planned Lion class battleship was to be bigger
Leonidus - Sat Jul 19, 2008 7:47 am
Post subject:
here ill end this arguement.

if you can make a better model do it and send it to behgins. otherwise i dont think the dev team cares if it's not as hiig as it can be. unless they wanna waste time fine tuning and ok looking ship, isntead of balancing game mechainics.
Moander - Sat Jul 19, 2008 1:11 pm
Post subject:
heh Battleship They were great always from battlecruiser's

WWII? But Bismarck, Tirpitz, Yamato? There were a Battlecruisers? I don't think so;]
DJ Die - Sat Jul 19, 2008 2:57 pm
Post subject:
Moander wrote:
heh Battleship They were great always from battlecruiser's

WWII? But Bismarck, Tirpitz, Yamato? There were a Battlecruisers? I don't think so;]

bisma and tirpitz were same class and yamato was just big nothing more
german battlecruisers from scharnhorst class were almost as big bismarck class
US alaska class large cruisers(battlecruisers) were even bigger
look at admiral class size and compare it to yamato class battleship and then talk about it... Razz
difference between them is speed armor and firepower
battlecruisers have more speed very limited armor and battleship grade gun but less barrels that battleship
battleships are slower but usually protected against their own guns with higher firepower than battlecruisers
Moander - Sat Jul 19, 2008 4:13 pm
Post subject:
aaj! Sorry. You have a reason. But battleships looked powerfully, and massively.
Nakamura - Sun Jul 20, 2008 6:54 pm
Post subject:
I fully agree with Leonidus that a discussion like this doesn't make any sence. If the dev. team wants to make a new model than they will do it. I think that it's more intelligent to talk about the changed game performance caused by the new ships.
Simmity - Tue Jul 22, 2008 6:54 pm
Post subject:
Nakamura wrote:
I think that the 4 nukes are too much for a ship like the battleship. It would be much batter if there would be a slot for a subsystem like hyperspace module and then you could decrease the number of nukes to 3.


The nukes are not that powerfull, and if you want to hyperspace you always could send a BC with it.
kuponutmog - Thu Jul 24, 2008 9:32 pm
Post subject:
4 nukes is way too much to be honest, enough to destroy a vaygr battlecruiser outright.

I think it should be decreased to two at maximum, and make them harder to build the modules required to fire them
Simmity - Fri Jul 25, 2008 3:25 pm
Post subject:
Perhaps you're right, and instead those 2 perhaps another kenitic gun on top front?
npc_gman - Thu Jul 31, 2008 11:03 pm
Post subject:
Simmity wrote:
Perhaps you're right, and instead those 2 perhaps another kenitic gun on top front?


I whole-heartedly agree. The top of the Battleship does not have enough weapons. I would much rather see another triple turret added, or a module slot, than have so many weak nukes that crawl along at an excruciating pace.
kuponutmog - Thu Jul 31, 2008 11:20 pm
Post subject:
Weak nukes?

Weak fucking nukes?

You what?

Considering that they're a fire and forget weapon that the battleship can spew out more than once, and the fact that 3 of them is enough to take out a vaygr battlecruiser with capital ships hp 3 (or 2, cant remember which), i think they're more than powerful enough as it is
Nakamura - Sun Aug 03, 2008 3:28 pm
Post subject:
kuponutmog wrote:
Weak nukes?

Weak fucking nukes?

You what?

Considering that they're a fire and forget weapon that the battleship can spew out more than once, and the fact that 3 of them is enough to take out a vaygr battlecruiser with capital ships hp 3 (or 2, cant remember which), i think they're more than powerful enough as it is


All four are enogh to take down a dreadnought, not just a battlecruiser.
Axel - Thu Sep 04, 2008 2:00 am
Post subject:
Well the model was designed as a light cruiser/ very heavy destroyer, not a battleship, it was designed for speed and maneuverability to counter the vgr stock battle cruisers, here are some pics:

The Crossbow - Medium Range General Purpose Cruiser


A cruiser that can carry only one Ion turret (because it's big - the turret's ion cannons have the same length as the one mounted on the ion cannon frigate). It also has 2 CC pulsar turrets and 4 torpedo tubes (to cover any blind spot as someone stated a while back) and a backward oriented DC turret.

The Sword - Short Range Combat Cruiser


Main weapons are the broad side plasma launchers. The ship is also equipped with a frontal shield emitter to withstand damage while moving closer to it's target (like a vgr BC) (but the game engine doesn't support partial shielding so it will have a time based defense field instead ). It's also equipped with 2 CC AC turrets (3x AC cannons) one 6xAC Heavy bombardment turret and a backward oriented DC turret.

And here's a scaling pic:


Ion Cannon Turret Mounting and Scaling:

Standard SCC 2xIC Turret (replacement for stock BC Ion Turret)



You can see in the second pic the maximum muzzle elevation - 15 deg. Muzzles can't go lower than 0.

And here are some ship scaling pics:



Link to forum thread:
http://forums.relicnews.com/showthread.php?t=87435&page=27&pp=15

If the team wants to use this as a battleship it will have to be rescaled and re textured a bit (turrets won't be resized so the turret base textures will be to large)
If the team wants to use side mounted ion cannons, I'll re texture the ship acordingly
Pete J - Thu Sep 04, 2008 2:23 pm
Post subject:
Hi Axel, thanks for joing the Complex forum!

I thought the model had been resized as the engines are oval rather than circular in the Complex mod. At the correct scale it looks much better (IMHO).

Could this model be used as the Advanced Destroyer model, with a new model used or made for the Hiigaran Battleship?
Beghins - Sat Sep 06, 2008 1:53 pm
Post subject:
OK, thank you Axel to join the Complex community and the Complex team I think.
This ship will return to its original role and it will be the Hiigaran Cruiser, I will resize and balance it.
It miss the badge, my question is: can we insert the badge without configure again hard points?

By PM you spoken about your new Hiigaran models, can you post them here or to me by mail/PM, so we will be able to plan a development line?

Thanks, Beghins
Axel - Sat Sep 06, 2008 7:46 pm
Post subject:
the badge can be inserted but it would require a little remodeling (cutting a square from the hull as a separate object and re texturing it accordingly) but no hardpoint changes whatsoever.
vila - Sun Sep 07, 2008 2:20 am
Post subject:
Interesting images in this thread: http://forums.relicnews.com/showthread.php?t=140717&page=3&pp=15
npc_gman - Sun Sep 07, 2008 2:24 am
Post subject:
I really like the broadside guns. They give the ship this man-o-war feel...
CloudAge - Sun Sep 07, 2008 2:53 am
Post subject:
Damn vila! http://forums.relicnews.com/showthread.php?t=140717&page=3&pp=15 this ship just looks ARMORED to HELL!! its an amazing ship! Twisted Evil
NXS - Sun Sep 07, 2008 6:21 am
Post subject:
holy S!!!!
get it into complex
get it into complex
get it into complex
get it into complex
get it into complex
.....
.....
.....
please?
(if ion cannon discharges had a smell.... that's what I would be smelling right now....)
Beghins - Sun Sep 07, 2008 9:46 am
Post subject:
OK this is fantastic and it is perfect like Higaran Battleship, do you know the owner/modeller?
Sithicus - Sun Sep 07, 2008 9:59 am
Post subject:
Model is beautiful, it just needs more guns Smile
M123 - Sun Sep 07, 2008 1:06 pm
Post subject:
Beghins wrote:
OK this is fantastic and it is perfect like Higaran Battleship, do you know the owner/modeller?

Try the user showhow, on the RelicNews Forums.
Beghins - Mon Sep 08, 2008 12:12 am
Post subject:
Axel:
Quote:

the badge can be inserted but it would require a little remodeling (cutting a square from the hull as a separate object and re texturing it accordingly) but no hardpoint changes whatsoever.

OK,
Here you find the .hod model used in Complex 6.9.2
Can you scale it to its original dimension and insert the badge?
I need no change to HPs, navlights and so on.

Thanks, Beghins.
NXS - Mon Sep 08, 2008 12:18 am
Post subject:
I don't get it.
This ship stays in Complex?
CloudAge - Mon Sep 08, 2008 1:18 am
Post subject:
Yes, it stays but it is no longer the Battleship! now it is just a cruiser(Actual ship name and category under capital class) and the ship in the link a few posts above will be the new Battleship!
Axel - Mon Sep 08, 2008 8:27 am
Post subject:
As Beghins requested:

A new HGN ship (remake of the HGN Battlecruiser):

This is a continuation of the HGN_BC Refit Project

Battle Cruiser MK I

As you can see below, the nose section resembles the old BC nose and it also resembles the HGN Flak Frigate nose a little.



Load out:

2x SCC Turrets (Ion turrets - pt: Big Capital Ships, Capital Ships, Frigates)
6x CC Turrets (CC AC Turrets - pt: Big Capital Ships, Capital Ships, Frigates)
8x DC Turrets (pt: Frigates, Capital Ships, Big Capital Ships)
2x Side Torpedo Launchers (2xLaunch Tubes for long range torpedoes - mainly anti frigate use - pt: Frigates, Capital Ships, Big Capital Ships)
18x FC Turrets (the PDS Grid: 10x Flak turrets + 8x Pulsar turrets - pt: Strike Craft)
2x Engineering Modules

Battle Cruiser MK II

Heavier Armour and more turrets, also a larger hangar and more engines to cope with the increased mass of the ship. The 4 CC turrets (2 in front of the ship and the 2 in fornt of the ion turrets) will be 6xAC Turrets.



Load out:

2x SCC Turrets (Ion turrets - pt: Big Capital Ships, Capital Ships, Frigates)
11x CC Turrets (CC AC Turrets - pt: Big Capital Ships, Capital Ships, Frigates)
8x DC Turrets (pt: Frigates, Capital Ships, Big Capital Ships)
2x Side Torpedo Launchers (2xLaunch Tubes for long range torpedoes - mainly anti frigate use - pt: Frigates, Capital Ships, Big Capital Ships)
18x FC Turrets (the PDS Grid: 10x Flak turrets + 8x Pulsar turrets - pt: Strike Craft)
2x Engineering Modules
Pete J - Mon Sep 08, 2008 9:33 am
Post subject:
Beautiful work Axel! I really like the Battle Cruiser Mk2 - is it actually becoming the Battleship?

I know it's covered in guns already but would it be possible to add a few more large scale buildable guns? Maybe 3 more kinetic turrets, one more Ion cannon turret and a version of the forward firing Heavy Ion cannon/Torpedo launcher that the Hiigaran Battlecruiser currently has?
CloudAge - Mon Sep 08, 2008 12:11 pm
Post subject:
Looks nice! how would it fare compared to its Vaygr counterpart?
Clumpski - Mon Sep 08, 2008 1:40 pm
Post subject:
i like it and it works wonders, but id like to see a hyperdrive core be made avliable for it Smile, generally when my battle cruisers are out getting wampt there slugging behind at around 30000 meters slowly crawling towards the fight ^^
Axel - Mon Sep 08, 2008 10:53 pm
Post subject:
well, on the MK2 BC I guess you can mount another SCC Turret in front of the bottom one because it has clearance.

Question about weapon fire animations: Let's say a ship has a torpedo/missile launcher turret. Can the turret be scripted to return to it's idle position after each firing cycle (after every muzzle fired)? Explanation: Turret tracks targets, fires up to x torpedoes, turret stops tracking (even if there still are active targets) and returns to idle position, reload animation, turret starts tracking targets again.
Sippio - Tue Sep 09, 2008 1:31 am
Post subject:
Clumpski I think that is what the 2x Engineering Modules are they can place the hyp or what not towers. I think if I understand what those are
Beghins - Tue Sep 09, 2008 5:11 pm
Post subject:
Quote:

well, on the MK2 BC I guess you can mount another SCC Turret in front of the bottom one because it has clearance.

Any kind of turret is always well accepted.
Quote:

Question about weapon fire animations: Let's say a ship has a torpedo/missile launcher turret. Can the turret be scripted to return to it's idle position after each firing cycle (after every muzzle fired)? Explanation: Turret tracks targets, fires up to x torpedoes, turret stops tracking (even if there still are active targets) and returns to idle position, reload animation, turret starts tracking targets again.

Torpedo/Missile launcher turrets cannot rotate, they are fixed by the engine, if you set them like "animated turret" the game crashes.
Sorry, but it's not possible, to do this you should activate/deactivate the weapon HP at any fired shot, but we can't do this.
NXS - Tue Sep 09, 2008 5:49 pm
Post subject:
Quote:

Torpedo/Missile launcher turrets cannot rotate, they are fixed by the engine, if you set them like "animated turret" the game crashes.


@Beghins: Are you planning on removig the side mounted torpedo tubes from the BC? Axel's renderings do not show them, and he talks of a 'torpedo turret'. I kinda like the torpedo launchers on the side, they make the ship look 'upgraded'.
Beghins - Tue Sep 09, 2008 6:08 pm
Post subject:
Torpedo turrets need to stay fixed, like those ones used by the MS, Vortex, in Complex, otherwise the game crashes, tested many times.
Axel - Tue Sep 09, 2008 10:03 pm
Post subject:
no, those long range torpedo launchers (these are mounted in the hull, roughly in the middle of the straight section - picture below) will still be used but I was thinking of making a heavy torpedo (low maneuverability and tracking but heavy payload and armor against anti missile systems) delivery system that will fire about 6 torpedoes and then it will reload, good against heavily armored targets like a SCC (super cap class) ships, basically a siege weapon.

Picture of BC LR Torp Launcher:

LR Torp Launchers are also found on the MK1 BC.

To NXS: missile launching turrets don't crash for me. I made the VGR 4xAC Destroyer turrets fire missiles (attempt at making smart - a.k.a tracking - AC shells, that also leave trails behind them Very Happy - and using a missile type projectile is the only way I know how to do it) and it fired them without any errors (though i never got the scripting for the smart AC shells to work properly Very Happy )
NXS - Tue Sep 09, 2008 10:20 pm
Post subject:
I guess the first part of your post was for me, not the last one.... But we all got the point across....
This new hig_BC looks beautiful, but some love to Vaygr! Please!
Beghins - Tue Sep 09, 2008 11:04 pm
Post subject:
Quote:

To NXS: missile launching turrets don't crash for me. I made the VGR 4xAC Destroyer turrets fire missiles (attempt at making smart - a.k.a tracking - AC shells, that also leave trails behind them - and using a missile type projectile is the only way I know how to do it) and it fired them without any errors (though i never got the scripting for the smart AC shells to work properly )

If you want send me this weapon (models and weapon script) may be we can use torpedo/missile turrets.
Axel - Tue Sep 09, 2008 11:14 pm
Post subject:
Here are the Scripts:

-------------------------------------------------------------------------------------------------------------------------------------
vgr_DT3_Turret.subs

NewSubSystemType = StartSubSystemConfig()
NewSubSystemType.displayedName="DT-3 4xLAC Turret"
NewSubSystemType.sobDescription="$2029"
NewSubSystemType.tacticalIcon="hexagon"
NewSubSystemType.tacticalIconMinSize=0.0035
NewSubSystemType.tacticalIconMinFadeSize=0.0045
NewSubSystemType.tacticalIconMaxFadeSize=0.008
NewSubSystemType.groupMergeSize=0.001
NewSubSystemType.mouseOverMinFadeSize=0.045
NewSubSystemType.mouseOverMaxFadeSize=0.1
NewSubSystemType.maxhealth=35000
NewSubSystemType.regentime=250
NewSubSystemType.nlips=0
NewSubSystemType.nlipsRange=0
NewSubSystemType.nlipsFar=0
NewSubSystemType.nlipsFarRange=0
NewSubSystemType.meshRenderLimit=0.004
NewSubSystemType.minimumZoomFactor=0.68
NewSubSystemType.selectionLimit=1000
NewSubSystemType.preciseATILimit=1000
NewSubSystemType.selectionPriority=37.5
NewSubSystemType.type="Weapon"
NewSubSystemType.typeString="BCKineticflakCannon"
NewSubSystemType.collateralDamage=0
NewSubSystemType.inactiveTimeAfterDamage=80
NewSubSystemType.activateHealthPercentage=0.3
NewSubSystemType.costToBuild=800
NewSubSystemType.timeToBuild=45
NewSubSystemType.isResearch=0
NewSubSystemType.visible=1
LoadHODFile(NewSubSystemType,1);
NewSubSystemType.BuildFamily="SubSystem_Hgn"
NewSubSystemType.AttackFamily="SubSystem"
NewSubSystemType.DockFamily="CantDock"
NewSubSystemType.DisplayFamily="SubSystemModule"
NewSubSystemType.ArmourFamily="SubSystemArmour"
StartSubSystemWeaponConfig(NewSubSystemType,"vgr_PB","Weapon_DT","Weapon_Turret");
--StartSubSystemWeaponConfig(NewSubSystemType,"vgr_DT-3_4xAC","Weapon_DT","Weapon_Turret");
-------------------------------------------------------------------------------------------------------------------------------------
vgr_PB.wepn

StartWeaponConfig(NewWeaponType,"AnimatedTurret","Missile","vgr_heavy_PB","Normal", 2500, 4500, 0, 0, 0, 0, 1, 1, 1, 5, 0, 0, 1, 1, 40, 25, 0.1, "Normal", 1, 0, 0)
AddWeaponResult(NewWeaponType, "Hit", "DamageHealth", "Target", 450, 450, "")
setPenetration(NewWeaponType, 30, 1,
{
PlanetKillerArmour = 0, })

setAccuracy(NewWeaponType, 1,
{
Fighter = 0.01,
},
{
Corvette = 0.05,
},
{
munition = 0,
},
{
Frigate = 0.6,
damage = 1,
},
{
SmallCapitalShip = 0.8,
damage = 1,
},
{
BigCapitalShip = 0.9,
damage = 1,
},
{
ResourceLarge = 0.6,
damage = 1, })

setAngles(NewWeaponType, 0, -180, 180, -10, 80)
setMiscValues(NewWeaponType, 2.5, 0.4)
addAnimTurretSound(NewWeaponType, "Data:Sound/SFX/ETG/SPECIAL/SPECIAL_ABILITIES_TURRET_ON")
addAnimTurretSound(NewWeaponType,"Data:Sound/SFX/ETG/SPECIAL/SPECIAL_ABILITIES_TURRET_ON")
-------------------------------------------------------------------------------------------------------------------------------------
vgr_heavy_PB.wf

hitfx = "dmg_cloud_spray_large"
--bulletfx = "bullet_generic"
nopenetratefx = "dmg_sml_missle_combo"
--firefx = "sunfire_squirt"
fire_sfx = "WEAPON/CARRIER/FIRE/VWEAPON_CARRIER_KINETIC_BURST_CANNON_SHELL"
deathtype = "deathCannon"

hit_sfx = "WEAPON/FRIGATE/IMPACT/WEAPON_FRIGATE_TORPEDO_HIT"
nopenetrate_sfx = "WEAPON/FRIGATE/IMPACT/WEAPON_FRIGATE_TORPEDO_HIT"
hit_clamp =
{ 1, 1, }
-------------------------------------------------------------------------------------------------------------------------------------
vgr_heavy_PB.miss

NewShipType = StartMissileConfig()
NewShipType.displayedName="$1652"
NewShipType.sobDescription="$1653"
NewShipType.TOScale=1
NewShipType.TODistanceFade0=7000
NewShipType.TODistanceDisappear0=5000
NewShipType.TODistanceFade1=350
NewShipType.TODistanceDisappear1=300
NewShipType.TODistanceFade2=25000
NewShipType.TODistanceDisappear2=12000
NewShipType.TOGroupScale=1
NewShipType.TOGroupMergeSize=0
NewShipType.mouseOverMinFadeSize=0.045
NewShipType.mouseOverMaxFadeSize=0.1
NewShipType.maxhealth=40
NewShipType.regentime=0
NewShipType.sideArmourDamage=1
NewShipType.rearArmourDamage=1
NewShipType.maxShield=0
NewShipType.shieldRechargeTime=0
NewShipType.nlips=0.0008
NewShipType.nlipsRange=75000
NewShipType.nlipsFar=0.0005
NewShipType.nlipsFarRange=100000
NewShipType.SMRepresentation="Invisible"
NewShipType.meshRenderLimit=4000
NewShipType.dotRenderLimit=4000
NewShipType.minLOD=0.2
NewShipType.upLOD=100
NewShipType.upLOD=300
NewShipType.downLOD=105
NewShipType.downLOD=305
NewShipType.minimumZoomFactor=1
NewShipType.selectionPriority=30
NewShipType.weaponName="Vgr_ConcussionMissileLauncher"
NewShipType.lifeTime=3
NewShipType.launchTime=0
NewShipType.detectionDistance=4
NewShipType.proximityDetonationDist=1
NewShipType.sobDieTime=0.5
NewShipType.density=1
NewShipType.thrusterMaxSpeed=2500
NewShipType.mainEngineMaxSpeed=2500
NewShipType.rotationMaxSpeed=0
NewShipType.thrusterAccelTime=2
NewShipType.thrusterBrakeTime=2
NewShipType.mainEngineAccelTime=2
NewShipType.mainEngineBrakeTime=2
NewShipType.rotationAccelTime=0.5
NewShipType.rotationBrakeTime=0.1
NewShipType.thrusterUsage=0
NewShipType.accelerationAngle=30
NewShipType.mirrorAngle=0
NewShipType.maxBankingAmount=85
NewShipType.descendPitch=0
NewShipType.goalReachEpsilon=5
NewShipType.controllerType="Missile"
NewShipType.slowdownFactor=0
NewShipType.tumbleStaticX=0
NewShipType.tumbleStaticY=0
NewShipType.tumbleStaticZ=0
NewShipType.tumbleDynamicX=0
NewShipType.tumbleDynamicY=0
NewShipType.tumbleDynamicZ=0
NewShipType.tumbleSpeed=0
NewShipType.targetAngle=0.1
NewShipType.spiralsPerSecondMin=0
NewShipType.spiralsPerSecondMax=0
NewShipType.BuildFamily="NotBuildable"
NewShipType.AttackFamily="UnAttackable"
NewShipType.DockFamily="CantDock"
NewShipType.AvoidanceFamily="DontAvoid"
NewShipType.DisplayFamily="Munition"
NewShipType.AutoFormationFamily="Fighter"
NewShipType.ArmourFamily="MineArmour"
LoadHODFile(NewShipType,1);
setEngineTrail(NewShipType,0,3,"trail_ribbon.tga",0.2,0.5,0.025,3);
setEngineBurn(NewShipType,10,0.5,1,10,0,0.7,0.1,13);
loadShipPatchList(NewShipType,"data:sound/sfx/ship/vaygr/NonMilitary/Engines/"
,0,"VMissleEng");
-------------------------------------------------------------------------------------------------------------------------------------
vgr_heavy_PB.events

effects =
{
animations =
{
animation1 =
{
name = "MissileTrail",
length = 5,
loop = 0,
parent = "",
minimum = 0,
maximum = 0,
markers =
{ "", }, },
animation2 =
{
name = "Death",
length = 2,
loop = 0,
parent = "",
minimum = 0,
maximum = 0,
markers =
{ "", }, }, },
events =
{
event1 =
{
{ "anim", "MissileTrail", },
{ "animtime", "-1", },
{ "marker", "EngineNozzle1", },
{ "fx", "missle_ignite_combo_sml", },
{ "sound", "SPECIAL/SPECIAL_ABILITIES_MISSLE_STEAM", },
{ "fx_scale", "entity", },
},
event2 =
{
{ "anim", "Death", },
{ "animtime", "0", },
{ "marker", "Root", },
{ "sound", "SPECIAL/SPECIAL_ABILITIES_MISSLE_STEAM", },
{ "fx_transform", "None", },
}, }, }
-------------------------------------------------------------------------------------------------------------------------------------

The model is the VGR DC 4xAC turret (DT-3 Turret) (found in the test minimod)
Last Version (number is the upload date):
http://www.axelsmodels.hwaccess.net/Files/Mods/TestMinimod081008.rar
PS: Ignore the assault carrier from my archive because it's not mine. If you want to use it, ask Le Sun Tzu (relic forum) for permission.

Screens:



Issues: 1. As you can see, the missile trails don't start from the muzzles.
2. Effect in the events file don't seem to work
Pete J - Tue Sep 09, 2008 11:39 pm
Post subject:
@ Axel



Are the dark blue/purple (sorry I'm colourblind) areas where additional modules will go?

P.S. That ship looks better everytime I look at it!
Axel - Wed Sep 10, 2008 12:17 am
Post subject:
Smile No, the dark blue areas are goblins (hw2 modeling terminology)
Goblins are pieces of geometry that are rendered only when the camera is close to the model and are used for hull details that can only be seen up close, like armor plating, turret bases, antennas, etc...
The distance when the goblins disappear is found in the ship file.

About engineering modules, the stock bc modules won't fit on the model, because of the remodeling, but I was thinking of making some custom ones, that will fit on the bottom of the ship, one behind the lower Ion turret , and one between the bottom Ion Turret and the turret in front of it.
ALC - Mon Sep 15, 2008 5:28 pm
Post subject:
I finally got 692 working on my Mac.

So I could test drive the Hig Battleship
Built a battleship and surprise - no hyper space module! Did I miss something here (ie where to click to build it) or is the lack of hyper capacity going to be a permanent feature of the Battleship?
Surely Higarian ethos would be to make such an important ship hyper capable.
Pete J - Mon Sep 15, 2008 6:39 pm
Post subject:
I think support modules have been intentionally left off Battleships so that Battlecruisers, Carriers or any other unit that can build support modules are needed to support them. This means that you don't end up with something that simply dominates (like the Hiigaran Mothership Battle Asset)!
Fury.UK - Mon Sep 15, 2008 8:57 pm
Post subject:
Do you think there's ever a point where you create too many super capital ships? It looks good but how will it fit in with the other ships? Hiig already have a cruiser and a battleship. What next a Captains Yacht? Smile
ALC - Mon Sep 15, 2008 10:18 pm
Post subject:
Pete J wrote:
I think support modules have been intentionally left off Battleships so that Battlecruisers, Carriers or any other unit that can build support modules are needed to support them. This means that you don't end up with something that simply dominates (like the Hiigaran Mothership Battle Asset)!


I think it is unrealistic that a Capital ship that costs as much as a Battleship to develop and produce would not have a Hyperspace module (and other modules similar to a battlecruiser"s) capability.

Fury.UK wrote:
Do you think there's ever a point where you create too many super capital ships? It looks good but how will it fit in with the other ships? Hiig already have a cruiser and a battleship. What next a Captains Yacht? Smile


Yes, we have enough Capitals I think.
In reality ships tend to be developed as a response to a need or to a perceived need. What generally happens as a response to ever bigger Capital ships is that an enemy then develops cheap capital killers (nuclear ballistic missiles for example, or in WW2 terms carrier based torpedo bombers). That's why the Carrier is the only really big capital ship that exists today.
Pete J - Mon Sep 15, 2008 10:47 pm
Post subject:
ALC wrote:
I think it is unrealistic that a Capital ship that costs as much as a Battleship to develop and produce would not have a Hyperspace module (and other modules similar to a battlecruiser"s) capability.

Agreed but if you do that then there is no point in building Battlecruisers (at least on the Vaygr side). However in real life things get made obsolete by the next generation.
ALC - Mon Sep 15, 2008 11:20 pm
Post subject:
Battlecruisers are faster, smaller, cheaper and (presumably) have fewer crewmembers - so you can have more of them.
A squadron unit could say consist of two battlecruisers and a battleship. A battlecruiser could deal with a few enemy destroyers while the battleship concentrates on larger units.
M123 - Tue Sep 16, 2008 5:43 am
Post subject:
Fury.UK wrote:
Do you think there's ever a point where you create too many super capital ships?

Um, no? Razz
Leonidus - Tue Sep 16, 2008 5:55 am
Post subject:
well i dunno. i mean if you look at a shipyards cap facility what can you build offa it?

Light Carrier
Research Station
Crew Station
Carrier
Chimera Station
Destoryer
Ion Destoryer
Advanced Destroyer
Juggernaught
Shuttle
Shipyard
Battlecruiser
Battleship

thats 13 and im sure i missed some. so how many frigates to we get...
Flak
Missile
Ion
Marine
Sniper
Tulwar
Def Field

thats 7 frigates

Corvettes
Gunship
Pulsar
Minelayer
Minegun
Kopesh

5 corvettes

Fighters
Interceptors
Bombers
Scouts
Spy
Intruder
Heavy Bomber
Shiry

7 fighters

so we ahve
13 : 7 : 5 : 7, now if we exclude non combat ships from the Cap ships we are left with only 5 Cap ships
so its really not as bad as it seems
vila - Tue Sep 16, 2008 6:58 pm
Post subject:
Fury.UK wrote:
What next a Captains Yacht? Smile

Nah, Captain rank wouldn't justify anything bigger than a frigate. On the other hand an Admiral's Yacht could be a converted shuttle. There'd be plenty of room for lots of luxury cabins and the docking bay capacity could be reduced and a swimming pool installed in the redundant bit. Razz

Edit for typo.
MaxTech - Tue Sep 16, 2008 7:04 pm
Post subject:
And in the future the new US "space force" will demand luxury capsules just like the air force...
Fury.UK - Sun Sep 21, 2008 10:00 am
Post subject:
Maybe have a big ship that is heavily armoured and attaches to capital ship hulls, and chews the ship to bits... like Wall E..... it can recycle the ship into a cube...ha ha
MaxTech - Sun Sep 21, 2008 10:02 am
Post subject:
I always imagined a variant of that as being how the marine frigates worked. Smile Some kind of tunnel boring its way through the enemy hull and then opening up full of marines ready to invade.
Beghins - Mon Sep 22, 2008 4:45 pm
Post subject:
Axel, thanks for your scripts at page 7 of this topic http://complex.mastertopforum.com/viewtopic.php?t=169&postdays=0&postorder=asc&start=90
I have found the error and as result we've the Hiigaran Missile Destroyer, see http://complex.mastertopforum.com/viewtopic.php?t=477, Thank you.
Pete J - Mon Sep 22, 2008 6:25 pm
Post subject:
Woohoo! Moveable Missile Turrets! Thanks Axel!
NXS - Mon Sep 22, 2008 9:51 pm
Post subject:
I would be lovely to see them swarm Macross Style.
Is it possible? I have my destroyer fire, lets say, 2 missiles per turret, times 4 turrets, is 8 missiles, times 5 (cluster warhead, ala torpedo frigate..) would be 40...

40 anti strikecraft missiles in a single voley of a single destroyer. Imagine 2 destroyers, against a full swarm of 10/12 Squads (70+ ships) It's a feast!
Now I wanna see those pesky Vaygr fighters come close.

Twisted Evil

edit: Thanks Axel/Beghins!
CloudAge - Mon Sep 22, 2008 10:28 pm
Post subject:
Yes! Macross for the win! will these "new" turrets be replacing any other Missile counter parts on the other ships? and/or Vaygr ships?
Axel - Tue Sep 23, 2008 8:58 pm
Post subject:
Glad to be of help. BC Siege missile system is under development.... (second post on page 7).

Also, if anyone to take a look at the issues I have with my "smart AC bullets", the can download my data folder: http://www.axelsmodels.hwaccess.net/Files/Mods/TestMinimod081008.rar (also posted under the scripts)
Fixes and suggestions are more than welcome. Very Happy
Oh, forgot to tell you that the "smart bullets" have another bug:
3. The projectiles sometimes stop at a distance from the target and the projectile doesn't disappear for a while (never timed it but I believe the projectile won't disappear until it's LifeTime runs out)
And again, please ignore the Assault Carrier from the archive (done in a hurry cause they needed the original HGN_Crossbow_Cruiser model) and don't use it in any mods unless you have permission from Le Sun Tzu.
raptor - Sun Mar 08, 2009 7:16 pm
Post subject:
how about mounting a centre (beam) canon on the new battleship?
as in the forum for the new cruiser? like this one: http://s279.photobucket.com/albums/kk148/nachobucket/Long%20ranged%20Cruiser/
Blackmane - Sun Mar 08, 2009 9:05 pm
Post subject:
A similar idea could be used with this ship http://complex.mastertopforum.com/viewtopic.php?t=566&postdays=0&postorder=asc&start=0
look the last pcture
raptor - Mon Mar 09, 2009 2:38 pm
Post subject:
that looks good for a cruiser but not for a battleship. I saw the real model in the PDS mod and there it looks way too 'round' for a hiigaran vessel. So it should be as edgy as it is in the last picture.
Number 5 also looks good to me as a cruiser... but it should be smaller.

In my opinion the battleship should be more like number three in the picture bellow. It is simply fantastic and really looks like a new ship type which the hiigarans would invent. And it fits in the area of existing ships.

but what kind of weapons should be mounted on it?
further... in this model a centre 'gun' can be installed in a later stadium.
Sithicus - Wed Mar 11, 2009 1:34 am
Post subject:
How about this one? I want it scaled up 30-50% with some reconstruction in side areas to have some space for heavy torpedo/nuke launchers.
I'm thinking Fire and Defence Tower and Hyperspace modules in the package plus one empty module slot for whatever module that will be needed atm.
Weapons - either 4 heavy ion turrets (or maybe 4 smaller version of MS Heavy Ion Canon), couple of 6x Heavy kinnetc Cannons, 2 heavy torpedo batteries, 2 nuke launchers, lots of pulsars, no flaks, 4 fast tracking turrets.
Shield, docking bay (fighters/corvetes) etc.
Ideas anyone?
raptor - Wed Mar 11, 2009 10:18 am
Post subject:
it should be a little bit longer .... further PERFECT!!
vila - Wed Mar 11, 2009 4:36 pm
Post subject:
The side-by-side main armament platforms will be a problem.
Sithicus - Wed Mar 11, 2009 8:55 pm
Post subject:
vila wrote:
The side-by-side main armament platforms will be a problem.

What do you mean?
vila - Wed Mar 11, 2009 9:19 pm
Post subject:
The model is a merger of two part-battlecruiser models and the BC main armament platform is duplicated side-by-side. If you try to put two big turrets alongside each other like that you will have problems.
Sithicus - Wed Mar 11, 2009 10:42 pm
Post subject:
You mean if the 2 central ion cannons wil be to close and will shoot through each other?
vila - Thu Mar 12, 2009 12:30 am
Post subject:
Yes, or even collide with each other as they rotate.
raptor - Thu Mar 12, 2009 2:11 pm
Post subject:
it may be an solution to place the turrets on different hights in the centre

OR put in an 'script'that allows the ship to attack multiple targets with its ion turrets.
those turrets then only can turn 180 degrees from front to back.

OR you use the place where the current pulsars are for ion turrets... they did the same in PDS and it looks quite awesome.
to make it a bit more .... good looking there wil be a different 'turret'on those places needed.
Sithicus - Thu Mar 12, 2009 3:39 pm
Post subject:
Theres maybe another option - the central line - make it wider so there will be wider space between turrets
Sagyxil - Thu Mar 12, 2009 5:11 pm
Post subject:
Turret locations, facing and so on are set in the HOD file, not the mesh; so why is there a problem?
Ion cannon turrets have the fewest parts of any turrets (just the turret)
Pulsars have between 2-3 parts (turret and 1 or 2 barrels)
Kinetic cannons have 3 or more parts (turret and 1 - 6 barrels as well as the latitude piece that holds all the barrels)
So another option would be to have burst fire from a single turret equivalent to two.
vila - Thu Mar 12, 2009 5:35 pm
Post subject:
I'm a complete non-techie so I was just assuming that the 3-dimensional shape of the ship would be determined by the mesh and that there would be problems if those platforms, plateaux, or whatever you like to call them, were used as weapon positions like on the original BC. My reasoning is that a battleship would presumably have much bigger, more powerful turrets than a BC and that there would be insufficient space for two side by side. I think that area should be slightly re-shaped to provide a single, large weapon point.

I realise that I'm spouting about something I'm virtually ignorant about, and I'm not qualified to discuss it further. I just thought the original idea, although it's a quick convenient solution, needed some tweaking to succeed.
Sagyxil - Thu Mar 12, 2009 6:25 pm
Post subject:
vila wrote:
I think that area should be slightly re-shaped to provide a single, large weapon point.
This is accurate. The textures will probably be need attention as well. Additionally, the ship's bridge is missing.
Quote:
I realise that I'm spouting about something I'm virtually ignorant about, and I'm not qualified to discuss it further.
This doesn't mean you are wrong. Attention will need to be paid to the meshes 'goblins', which is where the 'platforms' that the turrets seem to sit are are stored. (The goblin mesh is frequently why the frame rate slows when you zoom in close to the ship.)
Quote:
I just thought the original idea, although it's a quick convenient solution, needed some tweaking to succeed.
The mesh might need some unique features to help distinguish it at a distance; for example an array of short stern antennae might be appropriate.
Sithicus - Thu Mar 12, 2009 6:55 pm
Post subject:
I've removed the side bridge couse I've found it annoying. I like my ships generally symetrical. Maybe i'll put something on the dorsal side. As for turrets I was thinking of either sort of 2 "pumped up" normal BC domed turrets or 2 multi-barreled heavy ion turrets, similar to those on MS battle asset.
They'd be able to engage separate targets. Range and power - lets say 30%-50% of MS Heavy Ion Canon but very short time between shots - like in normal BC.
Dark_Safi - Thu Mar 12, 2009 9:02 pm
Post subject:
i prefer the one in the big picture (no 3 i think)
it looks less cobbled together
vila - Thu Mar 12, 2009 11:32 pm
Post subject:
Sithicus wrote:
I've removed the side bridge couse I've found it annoying. I like my ships generally symetrical. Maybe i'll put something on the dorsal side. As for turrets I was thinking of either sort of 2 "pumped up" normal BC domed turrets or 2 multi-barreled heavy ion turrets, similar to those on MS battle asset.
They'd be able to engage separate targets. Range and power - lets say 30%-50% of MS Heavy Ion Canon but very short time between shots - like in normal BC.

The side bridge, even if you do find it annoying (I think it's illogical), should stay because it's an essential characteristic of Hiigaran ship styling.

Armament should definitely be heavy ion cannons.
Sithicus - Fri Mar 13, 2009 1:50 am
Post subject:
Can anyone tech-savvy tell me why texture in Hgn_BattleCruiser_Main_EXPORT[2].BMP is blueish and in Hgn_BattleCruiser_Thruster_EXPORT[2].BMP there's green splash?

And below some resizeing attempts. There will be some changes in the engines as well.

Edit: Here's 2 new pictures. Hey guys, I could use some good ideas here. brainstorm, anyone?
P.S. Yes Vila, those ARE veritical bridges... two of them even Smile

EDIT: Had to delete some pics otherwise I attach more
ALC - Sun Mar 22, 2009 11:09 pm
Post subject:
Turret locations?
This was worked out by naval designers prior to 1918! Look at any warship from destroyer platform upwards.
raptor - Mon Mar 23, 2009 12:02 am
Post subject:
ALC wrote:
Turret locations?
This was worked out by naval designers prior to 1918! Look at any warship from destroyer platform upwards.


that's so true that it hurts Embarassed
raptor - Mon Mar 23, 2009 12:03 am
Post subject:
still it would look really nice on this design to have two turrets next to each other
Sithicus - Mon Mar 23, 2009 2:20 pm
Post subject:
Another picture. Need feedback!

Edit: Pic deleted
raptor - Mon Mar 23, 2009 2:49 pm
Post subject:
well... we defenitely need the side bridge. its just standard for the hiigaran.
I like the wide part at the front, it makes the ship more special.
the frond turret should be bigger...
at the sides some torpedo launchers would be nice.

further it looks great. nice big and nasty
great work!

P.S. i have made a new concept station that can build this big mean beast.
i'll upload a.s.a.p.
Blackmane - Mon Mar 23, 2009 3:07 pm
Post subject:
frankly I do not like so much this concept...it isn't better to use the old project? the N.3 at this page?

http://complex.mastertopforum.com/viewtopic.php?t=566&postdays=0&postorder=asc&start=30
raptor - Mon Mar 23, 2009 3:14 pm
Post subject:
i've always been for the nr 3.
but i don't know if the others think like wise.
still. the design for the new space station was originally for this ship... nr. 3
raptor - Mon Mar 23, 2009 3:18 pm
Post subject:
besides. in this design the new battle ship has a centre line on which you can mount three heavy ion cannons (top side)
at the front and m,iddle torpedo launchers. and at several places arrount pulsar guns. and a dosen triple and 6x cenetic turrets.

awesome!
Sithicus - Mon Mar 23, 2009 3:31 pm
Post subject:
Its still early model. The tiny turret isn't gonna be there Smile Besides, even if No 3 will make it as Battleship, there's still place for a Heavy Battlecriuser Very Happy
raptor - Mon Mar 23, 2009 3:35 pm
Post subject:
Quote:

even if No 3 will make it as Battleship, there's still place for a Heavy Battlecriuser


haha yeah maybe
raptor - Mon Mar 23, 2009 3:44 pm
Post subject:
here guys, this is the new station i had in mind.

please give your feedback

pic deleted
Sithicus - Mon Mar 23, 2009 4:09 pm
Post subject:
raptor where did you got these models? Or is it just a screenshot?
raptor - Mon Mar 23, 2009 4:14 pm
Post subject:
i found them in another forum... forgot the name.
but it is some.... oh it is in the concept ships forum!

btw, do you think my station can be used for constructing the big battle ship (nr3)
i kn ow a lot needs to be done but still...
Sithicus - Mon Mar 23, 2009 4:21 pm
Post subject:
Anything bigger than battlecruiser will either need much bigger Shipyard, or - which is much simpler - will have to hyperspace in.

Edit: The latest version - lets hope ver. 13 is lucky Smile
raptor - Tue Mar 24, 2009 8:33 am
Post subject:
nice
Dark_Safi - Tue Mar 24, 2009 7:35 pm
Post subject:
it's nice, but two battlecruisers stuck together seems a bit... un hiigaran kinda like the russian typhoon class submarine...
raptor - Wed Mar 25, 2009 4:19 pm
Post subject:
hehe nice formulation.
i agree, but i like the model nr 3 i posted earlier on this page more.....

the third one just looks god-like
M123 - Thu Mar 26, 2009 7:31 am
Post subject:
Maybe we can use both models: #3 as the Hiig Battleship, and Sithicus' doubled Battlecruiser as a 'heavy battlecruiser'.

If that doesn't happen, then I'd prefer the #3 model to be used for the Battleship.

EDIT: Idea for arming ship #3 (probably overpowered, maybe underpowered...) :

The grey blob is an angle which could be vulnerable to bombers.
raptor - Thu Mar 26, 2009 11:28 am
Post subject: arming the battle ship
awesome! awesome! awesome! sweet! sweet! sweet! sweet!
very very nice! THIS is what we want to see!

GREAT job!
this is good because now we are getting somewhere.

only some things... it should have at least one set of kinetic cannons more.. right above the left pulsars. and... the tubes in front should be nukes... then you can mount two sets of torpedo launchers on the ship... one on each side on the front just in front of thefront pulsars. and one at each side of the back... right of the back rapid sweeper.
and i think we should leave out the nukes, thats more vagyr like.

it may sound like overkill... but this is a very big ship. so it is also a big target and it should be able to defend itselves.
realize this, with a ship of this size, the torpedo's shot from the front will almost blow up when they traveled the way to the back..

the pink "tubes"in front and back are torpedo batteries

and no, it is not overpowered, the turrets look very big in this example, but if you take a look at the overvieuw of the new ships, then you can clearly see that these turrets will be just a small sandgrain on the deck of this mighty ship.. after all, it is a battle ship we want, not just a bigger version of the battle cruiser.

but if people still think this ship is too powerfull... then why not make it the hiigaran dreadnought?

by the way... where did you get this model?
raptor - Thu Mar 26, 2009 11:42 am
Post subject:
one note to the moderators, we NEED this ship. it is already almost finished, it needs some texturing, the ideas are there and almost everybody is or has been excited about it. this IS the new battle ship.

it is big, looks hiigaran like, has no problems due to ion turrets hitting each other and it is not just an bigger version of the battle cruiser. this IS a new ship. just what everybody wants.

BUT, if this ship really comes in the game, then we need the vagyr battle ship to be a bit stronger, at least give it some stronger armor.

again, i think this nr3 ship is not overpowered, the old battle ship of the hiigarans was probably just as strong, only this time we need not four, but two or one nuce launch at a time.... then you can leave all the turrets on the ship. or maybe better, fit on no nukes at all. because in my opinion nukes are more something for the vagyr.

the hiigaran need ions and kinetic canons and pulsars.
Blackmane - Thu Mar 26, 2009 1:16 pm
Post subject:
good work...but this ship don't need nukes...otherwise it is too strong...
if anything we can add 2 heavy ion cannon or the mothership mega heavy ion cannon...
then, since it is a battleship,it needs many heavy kinetic guns
raptor - Thu Mar 26, 2009 1:19 pm
Post subject:
i was thinking the same, with the nukes it would be too strong and to vagyr like.
but i was thinking more of four heavy ion canons just as displayed.
because if you add one mothership heavy ioncannon, you can just mount one... if you add more it would be a god ship --> if u get within a range of 5 k's this ship will blow you to the other end of space.

so mothership ioncannons are too strong.. just add four heavy ions in stead... just like those from the old battle ship
Sithicus - Thu Mar 26, 2009 9:25 pm
Post subject:
Since when vaygr have nukes? If Vortex has 2 nukes I think its only fair for BS to have some as well. I was also thinking about Heavy Torpedo launchers - model for Heavy torpedo could be modified Viper Missle - speed of normal torpedo, about 30% damage of Viper Missle (Research to upgrade damage and speed), launched in series of 6. Torpedo turret - the same as on MS Battle Asset.

So the weaponlist would like more or less like that:

Main weapons
4 Ion turrets (models from BC) with increased range, damage and time
or
4 Ion cannons (Models from battle Asset)

Secondary Weapons
3 Heavy Kinetic Cannons x6 (models from Battle Asset)

Launchers

Nuke launchers - 1 or 2
Heavy Torpedo Launchers x2 - models from Battle Asset

Defence guns
3 Fast Pulsar Cannon - models from Shipyard
3-5 ATM Fast Tracking Fields Turrets - models from Shuttle
8 Pulsar Turrets - 4 on each side

4 Module slots:
2 occupied by Fire and Defence towers.
2 ***** ****

Innate ability to hyperspace
Shield (needs to be purchased, afected by shield research) - shield diameter smaller than MS' but not as small as Cruisers.
vila - Fri Mar 27, 2009 2:19 am
Post subject:
I like the above list from Sithicus, but without the revised Vipers - they count as ship losses when you use them. Torpedo launchers as fitted to the MS should suffice. Ion cannons as for Battle Asset.

Defence outfit should include rapid sweepers.
Sithicus - Fri Mar 27, 2009 4:29 am
Post subject:
Vila - I meant using Viper Missle model - or just enlarging existing ones.
I think that Fast Pulsar canons could replace sweepers.... or maybe add one or two on the bottom side....
raptor - Fri Mar 27, 2009 9:37 am
Post subject:
i would add two more heavy kinetic canons (x3) at the front sides and 2 more heavy torpedo launchers as on the mothership, this way you can devide them over the back and the front of the ship.

question, what needs to be done to get this ship in the game? and how can i edit to the ship? i mean, what program do i need?
because i really really like this ship and if it was up to me it would be the battleship in the next complex version.
Sagyxil - Fri Mar 27, 2009 4:20 pm
Post subject:
Have you downloaded the Complex Tool Kit?:http://complex.mastertopforum.com/viewtopic.php?t=231
There is a program in there called CFHod; that is the program you need.
ALC - Fri Mar 27, 2009 4:25 pm
Post subject:
Sithicus' list of features looks about right.
I'dd add in an Advanced Sensors array plus the ability to build and hold the full range of sensors and probes.Perhaps also be able to build Scouts.
The BB should definitely have nukes available.
It should also be very expensive to research and build.
raptor - Fri Mar 27, 2009 4:47 pm
Post subject:
thnx saqyxil,

@ Sithicus, i think gast pulsars would look awesome on this ship
Beghins - Fri Mar 27, 2009 4:59 pm
Post subject:
The model and design are very very good, I would be glad to insert it into complex.
If you want save time, don't insert Hard Points or subsystems, I can do it for myself.
The most important thing is to have the model well texturized, with badge and team colours.
Also, I need the subsystem base (textures) in the right places.
thanks, Beghins.
ALC - Fri Mar 27, 2009 5:08 pm
Post subject:
Well there's a vote of confidence Smile
Are we on the way to having a new Hig BB then? Can't wait to take it for a spin.
vila - Fri Mar 27, 2009 5:52 pm
Post subject:
Although it's probably a bit late, I'd like to make one more suggestion:

Could the ship be shortened slightly? It looks a bit too, well, graceful to be a battleship. A battleship ought to project strength and power - something a bit thicker and stockier would achieve this better. I would suggest removing the slim waist portion.

All looking very promising though. Smile
ALC - Fri Mar 27, 2009 7:01 pm
Post subject:
And a short tower structure in the middle between the two upper blue turrets for sensors and missile launchers maybe with a turreted heavy ion cannon atop the structure?
raptor - Fri Mar 27, 2009 8:41 pm
Post subject:
awesome! now we are getting somewhere
Sithicus - Fri Mar 27, 2009 10:39 pm
Post subject:
raptor wrote:
thnx saqyxil,

@ Sithicus, i think gast pulsars would look awesome on this ship


Do you mean fast pulsars?
BTW - those weapons/modules I've planned for my model but with some adjustments I think it could work for raptor's as well.
raptor - Sat Mar 28, 2009 12:04 am
Post subject:
haha ok, small mistake.
M123 - Sat Mar 28, 2009 4:45 am
Post subject: Re: arming the battle ship
raptor wrote:
by the way... where did you get this model?

I found this pic in a post made by the creator of the model, -UNI-, in the Concept Ships thread.

I think you can contact -UNI- at the RelicNews Forums.
S31-Syntax - Wed Apr 08, 2009 8:08 pm
Post subject:
OHMIGOSH i've never seen someone use Wings3D before in mod development. ^.^ yay!
ALC - Fri Apr 10, 2009 5:24 pm
Post subject: Re: arming the battle ship
M123 wrote:
raptor wrote:
by the way... where did you get this model?

I found this pic in a post made by the creator of the model, -UNI-, in the Concept Ships thread..


Very sleek, a good starting platform.
vila - Fri Apr 10, 2009 5:47 pm
Post subject:
I think it's a very good model, but too big to be a battleship, which should be capable of being built in a shipyard.

We need something about the same length as a battle cruiser but thicker and chunkier.
ALC - Fri Apr 10, 2009 5:58 pm
Post subject:
And with nastier looking weapons.

Something with menace.
raptor - Sun Apr 19, 2009 11:46 pm
Post subject:
Quote:

The model and design are very very good, I would be glad to insert it into complex.
If you want save time, don't insert Hard Points or subsystems, I can do it for myself.
The most important thing is to have the model well texturized, with badge and team colours.
Also, I need the subsystem base (textures) in the right places.
thanks, Beghins.


so, is there any one who can do this?
because it would be nice o have a replacement for the battle ark.
Blackmane - Sun Apr 19, 2009 11:56 pm
Post subject:
maybe...
guys can i have the n1 and n6 models concept? http://complex.mastertopforum.com/10-vt169.html?postdays=0&postorder=asc&start=135

in need they for other my projecrs Twisted Evil
Sagyxil - Mon Apr 20, 2009 1:30 am
Post subject:
I can texture.
Prajiturel - Mon Apr 20, 2009 1:33 am
Post subject:
Shocked Shocked Shocked Shocked Shocked

that's about all i can say ... i know it's not very constructive, but ... DAMN !! I'm in awe Very Happy can't wait for those beauties
raptor - Mon Apr 20, 2009 1:33 am
Post subject:
Quote:

I can texture.


great, because everytime people have a good plan it lies still.
can u texture the battleship which we added the armnment? one or two pages back?
its the one which saysbatteshiparmament3 or so
Sagyxil - Mon Apr 20, 2009 4:53 am
Post subject:
I'll need the model (*.obj, or whatever.)
I'll also need either a picture or a list of where the various weaponry is located (exact coordinates are preferred, but I at least need to know where to put the turret-like textures.)
The more you can tell me about how you envision it looking like...the better I can make the texture.
M123 - Mon Apr 20, 2009 9:16 am
Post subject: Re: arming the battle ship
To get the model, I think you'll have to contact -UNI-, its creator.
raptor - Mon Apr 20, 2009 12:51 pm
Post subject:
ok, i can do that... then i hope to have it by tomorrow
the places for the turrets can be found some pages back
raptor - Tue Jul 14, 2009 2:43 pm
Post subject:
can somebody please contact -UNI- and ask if we can use the model of the hiigaran battleship as we call it here in the complex mod?

in order to be able to do that we also need the model from him so we can texture it and put it in the mod. we already have a green light from begihns and if we can do this right, we might see the ship in complex 8.0

I can't do this my sellf because the relic website does not accept my e mail adress....... really weird.
raptor - Tue Jul 14, 2009 3:02 pm
Post subject:
I have requested someone to contact -UNI- because I can't do this my sellf.
the relic website does not accept my e mail for some unknown reason.

yet I have tried to reach him via the complex forum as he posted some posts earlier....... still waiting for response.

we already have the green light from begihns:
Quote:

The model and design are very very good, I would be glad to insert it into complex.
If you want save time, don't insert Hard Points or subsystems, I can do it for myself.
The most important thing is to have the model well texturized, with badge and team colours.
Also, I need the subsystem base (textures) in the right places.
thanks, Beghins.



the placement for the weapons can be found at this page:
http://complex.mastertopforum.com/11-vt169.html?postdays=0&postorder=asc&start=150

and more photo's of the ship/model here:
http://i536.photobucket.com/albums/ff325/xUniversaalix/werl2008-12-2020-35-23-00.jpg

if u need more info just contact me,

thnx for ur help[/quote][/url]
raptor - Tue Jul 14, 2009 4:56 pm
Post subject:
Blackmane wrote:
maybe...
guys can i have the n1 and n6 models concept? http://complex.mastertopforum.com/10-vt169.html?postdays=0&postorder=asc&start=135

in need they for other my projecrs Twisted Evil


you'd have to ask -UNI-, as he is the designer
Sithicus - Mon Aug 10, 2009 9:58 pm
Post subject:
Here's almost finished model with another pic next to regular BC so you can compare sizes.

So tell me what you guys/girls think and how can it be improved?




maddeath - Tue Aug 11, 2009 12:49 am
Post subject:
well, thats quite a nice mesh, but textures will decide whether itll be cool or stool...
i still dont believe complex is in need of ships this large
but in any case...
its hard to tell for me reight now, but comparing the 2 large central bumps with the original BC, id expect they are supposed to carry turrets
sadly, both will have only about a 180 degree firing angle, while they will only be able to fire at once when the target is in front or in the back
i find this to be a glaring weak point
on real ships, this is usually handled by putting the turrests in a row and elevating one of them a slight bit so that the upper turret gets full 360 free degrees and the lower at least 180, which definitely sounds more efficient to me
vila - Tue Aug 11, 2009 4:33 am
Post subject:
maddeath wrote:

i still dont believe complex is in need of ships this large

I agree. It should be small enough to be built in a shipyard like the Vaygr battleship.

maddeath wrote:

its hard to tell for me reight now, but comparing the 2 large central bumps with the original BC, id expect they are supposed to carry turrets
sadly, both will have only about a 180 degree firing angle, while they will only be able to fire at once when the target is in front or in the back
i find this to be a glaring weak point
on real ships, this is usually handled by putting the turrests in a row and elevating one of them a slight bit so that the upper turret gets full 360 free degrees and the lower at least 180, which definitely sounds more efficient to me


Hmmm . . .

vila wrote:
The side-by-side main armament platforms will be a problem.

Sithicus wrote:
vila wrote:
The side-by-side main armament platforms will be a problem.

What do you mean?

vila wrote:
The model is a merger of two part-battlecruiser models and the BC main armament platform is duplicated side-by-side. If you try to put two big turrets alongside each other like that you will have problems.

Sithicus wrote:
You mean if the 2 central ion cannons wil be to close and will shoot through each other?

vila wrote:
Yes, or even collide with each other as they rotate.

raptor wrote:
it may be an solution to place the turrets on different hights in the centre

OR put in an 'script'that allows the ship to attack multiple targets with its ion turrets.
those turrets then only can turn 180 degrees from front to back.

OR you use the place where the current pulsars are for ion turrets... they did the same in PDS and it looks quite awesome.
to make it a bit more .... good looking there wil be a different 'turret'on those places needed.


Etc, etc, etc.
Sithicus - Tue Aug 11, 2009 4:38 am
Post subject:
We'll work it out guys. Besides I've got new ideas how to equip this bad boy, inspired by some weapons on Advanced Sentinels.
rubio - Tue Aug 11, 2009 2:10 pm
Post subject:
Do you want to put artillery cannons on battleship, sithicus? It could be a nice idea Razz
ALC - Tue Aug 11, 2009 7:11 pm
Post subject:
Sithicus wrote:
I've got new ideas how to equip this bad boy, inspired by some weapons on Advanced Sentinels.


Now you're talkin!


I like the bigger size, but I also see its not fitting into the shipyard as an issue.
To get by the size issue, the Battleship could hyper in (when it's built by the shipyard) like the shipyard itself does. Such a large vessel would need to be expensive though.
Lookin hot.
Sithicus - Tue Aug 11, 2009 8:23 pm
Post subject:
Yeah. The way I see it to build it you'll need Advanced SY with HS module on board.
And it'll hyper in. 10 000 RUs for the hull itself. Then the cost of the weapons and upgrades. It'll be able to hyper on its own but other ships won't be able to jump using it HS field.
4 module slots - 2 already taken by Fire Control/defence modules with 2 empty for player to customize to its own delight. Equipped with shield.
This is a cap ship killer so flaks/fast plasma guns are not in the package. The only defence against smaller crafts will be few pulsars and a chance to hit the small guys with anti frigate cannons.

When I started on this model I had the weapons planned and their placement sorted already but with new additions there must be some changes.
I'm gonna put more details on it later. For now:

4 Heavy Ion turrets. (Middle range) Heavy Artilery Cannons. (Long range) anti-frigate cannons. 3 anti missle turrets.
2 Torpedo launchers able to launch a series (5-6) of Heavy torpedos. Nuclear missle/torpedo launcher.

Ability to gain experience for some even better goodies. I'm thinking to build some weapons/upgrades BS may need to dock to SY.

And it's for Beghins to decide if this is gonna be new Hig BS or Heavy BC. UNI's model (which I've given code name "Behemot") shows a lot of promise.
ALC - Tue Aug 11, 2009 9:18 pm
Post subject:
Don't forget the option to build some form of weapon that can track and take out perforation pods! I presume the anti missile weaps will handle this.
I like the realistic number of module slots. I think that such a ship should also have an advanced sensors array. I would also like to see a small launch bay (Similar to that of the BC) so that the ship could carry a couple of scouts.
Projected crew requirements?
Sithicus - Tue Aug 11, 2009 9:50 pm
Post subject:
Yes, I thought of 2 anti-missile (fast tracking turrets) on the top plus one on the bottom.
I ahevn't though about sensor array - I think its a good idea - a special slot will do that with maybe an option to upgrade to cloak detection.
As for crew - 5-6 officers and 60-75 crew members (to be decided later)
ALC - Thu Aug 13, 2009 7:00 pm
Post subject:
I'd think of it as a flagship for a battlegroup of mixed BCs and a Vortex or two. I think it should have a speed equal to that of a BC so that it can keep up.
Possibly it could have two special slots? Or would that be too extravagant!
Sithicus - Thu Aug 13, 2009 9:11 pm
Post subject:
You mean slots for modules? I planned 4. 2 are already taken by Fire Control/Defence towers but you can build whatever you want in the remaining two Smile
ALC - Sat Aug 15, 2009 3:51 pm
Post subject:
I'd envisage 3 module slots plus two sensors slots or if the Hyperspace Mod should need to be built then 4 plus 2. (One of my irritations with the Carrier is that it can build only one sensor type).
Sithicus - Sun Aug 23, 2009 7:20 pm
Post subject:


After the breaking the Siege of Hiigara in 115 AHL the New Daiamid ordered the Fleet to hunt down the remaining fleets of Vaygr crusade. The Pride was lost in Blacora and God-ship Sajuuk - however powerfull - could not be in many places at once. Thus a new ship came to be - Super Heavy BattleCruiser (or BattleShip - still haven't decided on the final category) which would serve not only as the flagship of Hiigaran fleets but as a a symbol of dominance and imperial might. Thanks to the Progenitor technologies that have been reverse engineered and implemented, this ship is wonder of technology, able to operate in far reaches of space on its own without support and engage entire fleets and emerge victorious.

There are spaces for 4 buildable modules - marked as green squares. 2 modules will be pre-build - Fire Control and Defense Towers (marked with black X). The other 2 are for the player to choose from the other avalible (with the exeption of HS module).

Special modules (only buildable in the menu)

Shield module (the radius of the shield should extend max 100-200 meters from the bow and the stern so the shield bubble won't be big enough for other caps to come to close and attack from inside the shield)

Utility (not yet sure if this one should be included) - can build probes only.

Innate ability to HS but other ships are unable to use it to jump as well.

Sensors: Advanced or Proximity (with Cloak module on board)

Weapons:

Main weapons: 4 Super Heavy Ion Turrets (About 10k RU's each as their range and power is similar to MS Heavy Ion Cannon - maybe 75% with shorter cooldown between shots) - the ship has to dock to SY to build those turrets.
2 on the ventral and 2 on dorsal side.
[Marked in red - I've also marked with the maximum the turrets can turn so they won't be shooting through each other]

Secondary weapons: we'll have more choice here - buildable 6 on ventral/ 6 on dorsal
Will be build in pairs as primary/secondary/tertiary batteries.

- Heavy Artilery Cannon (similar to Advanced Sentinel's but with much shorter range but with increased damage and fire rate)
- Heavy Long Range Anti-Frigate Cannons (Very long range - not as long as Advanced Sentinel but quite long anyway with increased damage and fire rate)
- Heavy Fussion Torpedo launcher - each will launch up to 6 Heavy Torpedos - in terms of range and damage I was thinking about heavy/fussion torpedo launched by Vaygr Cruiser
- Heavy Saturation Torpedo battery - this launches normal torpedos but in significant quantity - I was thinking even to 30 per one battery - with increased time between shots.

Special weapon: Nuclear launcher [Marked in blue] - can launch 3 nukes with 10-15 second intervals between launch - so we can target dirrent ships or if we'll target the same ship the warhead won't hit at the same time thus destroying themselves


Defences:

Passive: Shield
Active: PDS

PDS - Point Defense Systems - got three ideas here:

1) Anti-missle turrets - the same stuff as found on anti-misle platforms/guardians etc.
2 on dorsal and 2 on ventral. One problem - with all the bigger weapons I have
no idea where to place them now- maybe you could give some advice here?
2) Countermissiles - it will launch a barrage of small, very fast missiles that will
intercept incoming missiles/mines/nukes.
3) Pulsar clusters - similar to normal BC pulsars but with the improvements in
technology and more efficient reactors we have more power avalible so the range
will increase along with much faster cooldown time (one shot every 0.3-0.5
second) - they will primarly engage any missle/torpedo/perforation
pod/bomb/nuke and if none of those targets are avalible then it'll start tracking
fighters/corvettes.
Lord Overmind - Sun Aug 23, 2009 8:26 pm
Post subject:
Not just a design, but a Backstory as well! This should even out the odds between Vaygr and Hiigaran.
Blackmane - Sun Aug 23, 2009 10:01 pm
Post subject:
guys, honestly I do not like this model at all, no offense
I propose to use the old project...the ship N.3
http://complex.mastertopforum.com/10-vt169.html?postdays=0&postorder=asc&start=135
vila - Mon Aug 24, 2009 1:17 am
Post subject:
Sorry, Sithicus, but I have to say I don't like this.

It's far too big for starters. We already have the battle ark, which I (and others) think is also much too big for the game - we really don't need another giant Hiig ship.

Also I still have a big problem with the side-by-side main aramament. The Royal Navy figured out that side-by-side mounts didn't work and were a waste of resources sometime around the start of WW1!

If they have 360 degree rotation they'll foul each other. They can't have more than about 210 degrees which will give 90 degree firing arcs forward and aft. The big problem here is that, if they are normally 'parked' facing forward, they will have to rotate in opposite directions to engage a target aft. Only two could engage a broadside target.

Finally, I think having four turrets of similar power to the MS heavy ion cannon is a vast overkill.


Edit: I still don't know why the Mk II version of this project wasn't developed, but as a battleship rather than a BC: http://complex.mastertopforum.com/-vp5035.html#5035
ALC - Mon Aug 24, 2009 7:03 pm
Post subject:
I tend to agree here in terms of scale. The Battleship shouldn't really be more than 1,5 times the length of the BC.

As to turrets, single inline turrets are definitely better than side by side (even though side by side may look more menacing!)

I'd go for two heavy ion cannon turrets, one each above and below the superstructure. Each turret could mount two or three cannons. One way that BB firepower was increased in WW2 was to go for triple or occasionally quadruple gunned turrets. No reason why we can't do the same here!

As to Utility, I'd like to see the BB able to build the full range of probes and


I remember the Mark II....

Also, I would see the Hig BB as a vessel that would replace the Battle Ark in the game.
Blackmane - Mon Aug 24, 2009 8:14 pm
Post subject:
hell, then it would not be fine even my battleship model...However you do see the same, so you might make an idea or make you laugh
vila - Tue Aug 25, 2009 12:17 am
Post subject:
Now that's what I think should be the basic shape of a Hiig battleship!

However: I think there are too many (7!) main armament hardpoints and the large rear bridge structure obscures aft firing arcs. Lower the structure, move it forward to the centre of the ship and put a single heavy ion cannon on it. Repeat the same armament on the underside directly below.

Delete all the other main hardpoints and put kinetics, missile launchers, anti-strikecraft systems etc on the lesser mounting points and as far as I'm concerned we have our battleship.


Edit: I would also like to see a dock for the usual 5 strike squads.

Edit 2:
ALC wrote:
Also, I would see the Hig BB as a vessel that would replace the Battle Ark in the game.

Able to transport and repair numerous capital ships and with docking facilities for MS, BCs etc? Surely not!
Blackmane - Tue Aug 25, 2009 1:16 am
Post subject:
I am glad that you like,
Description:
I put 2 more firing positions on the sides, because I wanted to give him 2 heavy cannons,in the center,in indian file i give him 3 artillery turret or plasma turret,;below near the hangars there are 2 torpedo launches boxes, but it can be seen in the screen that I made,below 2 upgrade choice: balcan ion cannon and nuke luncer or another artillery cannon,heavy ion cannon or plasma cannon.
the sides of the hull, near the cannon on the high central 6 heavy chinetic cannons x6 locations, the stern of the ship, 4 sweeper cannons posts and on the tower 3 subsystem...

report me all the points that I have to correct with the Paint and write me how many guns and what I have to put...
Sithicus - Wed Aug 26, 2009 10:22 am
Post subject:
My work still continues Wink










And here's a rough sketch of proposed hardpoints


ALC - Wed Aug 26, 2009 8:26 pm
Post subject:
This is what we need!
Two rival designs for the battleship, competing for the contract.

As to main armament and fields of fire; all of the main batteries should be able to bear on a single target at the same time so the ship can deliver the hardest punch possible.


vila wrote:

Able to transport and repair numerous capital ships and with docking facilities for MS, BCs etc? Surely not!

Indeed not!
Just get rid of the Battle Ark and all its functions.
Have a BB instead.
(sorry. I wasn't clear there at all, was I!)
WV_Angron - Thu Aug 27, 2009 6:02 pm
Post subject:
Just to weigh in, I absolutely love Sithicus's build. I think compared to Blackmane's it looks like the more accurate super capital, and the direction the Hiigs would go in after the BC (make it longer rather than fatter).

~Ang
Sithicus - Thu Aug 27, 2009 7:00 pm
Post subject:
Thanks Wink
I'm just correcting engines exhausts that got somewhat glitched and the model will be ready for UV mapping Smile
hell diguner - Fri Aug 28, 2009 1:47 am
Post subject:
Are you seriously going to waste all that space foreward of the two main cannon mounts on the top and bottom?

It appalled me to look at the waste of resources that was the Hiigaran Battlecruiser in vanilla HW2. It had SO much unused hull and space. There weren't even turrets on all that unused surface area. Complex's addition of turrets and side-mounted weapons make me feel slightly better, but it still feels like the Hiigarans built the BC to look mean first, and fight well second.

Now you propose the almost exact same flaws in design? This is a fighter, made in a time when the Hiigarans knew what kinds of hell this thing would go through, and when they knew new what they could do with a larger hull design.

With all that space, you could put a scaled down Phased Cannon Array on that thing, in addition to it's heavy ion cannons. Which I don't have a problem with being side-by-side. A side-by-side design is not meant for engaging in one singular target, in front, side, bottom or back. It is meant to engage flanking opponents, multiple, lesser opponents. Do you think maybe there's a reason the point defenses on the mothership and refinery are placed all around the ship, instead of at the front? Why can't that concept be scaled up and applied to larger vessels? Why can't there be a scale between defensive and offensive, somewhere in between? I don't think the designers of the destroyer meant for it to present it's flank to the target. I think it was designed to swoop and dodge larger vessels while firing it's many weapons at a variety of targets all at once.

This think has to move too, why have you designed such minor engines? They're nearly the same size as the Battlecruisers! When vessels begin to get this large, do you really think one engine cluster is good enough? I don't think so anyway. It should be feasable to have multiple engine clusters, some for foreward movement, some for rotation, and maybe even some for straffing and negatively accelerating (decelerating isn't a real word, you accelerate when you speed up, and slow down).

And finally, what's with the dual vertical bridges? Not only does it not follow any Hiigaran design, it doesn't even make sense when you do follow their design! Highly unarmored, and it just sticks out there waiting to be rammed off by a frigate. How about dual -beefy- brigdes on both sides? And by beefy, I mean something with the armor and mass of the lower command structure on the Vaygr MS.

Sithicus - Fri Aug 28, 2009 6:42 am
Post subject:
If you got some better ideas for weapons/hardpoints I'll be glad to see them, feel free to post a pic with your proposals Razz.
As for Phased Cannon Array - due to the enormous amount of energy required and heat produced, it required the ship to be built around the weapon itself, much like ion cannon frigates - so I don't see a way to implement that particular weapon - and I don't think Beghins would allowed it. There are gonna be at least 3-4 items of Progenitor tech used - some will require experience and research to be unlocked.
As for engines - wait till you'll see the stern view. The ship will be slow, true - don't expect it to fly like a fighter. It will be able to engage its opponents well beyond their weapons range with the secondary weapons and if they'll come close enough into the main weapons range - well... more debris.
As for side-by-side design - you're right about that one. As for PDS - if it'll work the way I've planned it - you'll never seen anything like this so far Smile
Th bridges - I admit I was inspired by a certain other ship Wink and I like them the way they are - feel free to show us your model with diffrent placement.
vila - Fri Aug 28, 2009 8:40 am
Post subject:
hell diguner wrote:

It appalled me to look at the waste of resources that was the Hiigaran Battlecruiser in vanilla HW2. It had SO much unused hull and space. There weren't even turrets on all that unused surface area. Complex's addition of turrets and side-mounted weapons make me feel slightly better, but it still feels like the Hiigarans built the BC to look mean first, and fight well second.

You’re missing the significance of the ship’s name. It’s a Battle Cruiser. Cruisers are warships which are intended to stay on station for a very long time – months, or maybe years, even for terrestrial naval ships. They therefore require much more comprehensive living/recreational facilities than warships which are intended to sortie from their base, fight a battle, then return. All those windows along that hull area tell the story.

Quote:
. . . it's heavy ion cannons. Which I don't have a problem with being side-by-side. A side-by-side design is not meant for engaging in one singular target, in front, side, bottom or back. It is meant to engage flanking opponents, multiple, lesser opponents.

Those cannons are the main armament, which is intended to engage a single target. Multiple/lesser opponents would be engaged by the secondary armament. Besides, HW ships only fire at one target at a time (other than sweepers etc, which seem to operate independently).

Quote:
Do you think maybe there's a reason the point defenses on the mothership and refinery are placed all around the ship, instead of at the front?

Yes, because they have to deal with fast-moving attacks from all directions simultaneously.

Quote:
Why can't that concept be scaled up and applied to larger vessels?

It can, and should be, but not for the main armament.

Quote:
I don't think the designers of the destroyer meant for it to present it's flank to the target.

Of course they did! That’s why all its armament is on the centre-line.

Quote:
. . . negatively accelerating (decelerating isn't a real word, you accelerate when you speed up, and slow down).

‘Decelerating’ is a real word: it’s in the Oxford Dictionary. In physics, 'acceleration' doesn’t apply only to speed (or more correctly, given the context, velocity), it also applies to direction, so I think we should stick to 'deceleration' for slowing down.
overlord7x7 - Sat Aug 29, 2009 12:05 am
Post subject:
I've been following the Higaaran Battleship thread, and obviously agree that it shouldn't follow the battlecruiser's lack of armanents and cram a heap of small arms on it.So shouldn't there be more focus on larger armanents? I mean, the higgies don't really get a lot of beam-emitted artillery, even though their style is revolved around slapping on an ion cannon as big as possible, to a functional, tough ship. Look at the Ion Frigate! Even Relic says it's nothing more than a beamcannon attached to an engine. If you're going to make a higaaran battleship, and you're looking for balance, i suggest a dorsal Ion gun, much like Sajuuk's main weapon. (A better example is the Vaygr Battlecruiser's triple pulse gun, which litterally IS a dorsal weapon, as composed to the integrated beam emission systems of Sajuuk.) Tone it down (like give it a large cooldown, or make it a Z ability..which might also fit for those nuke perf pods on vaygr ships people complain about) and make it fit with the overall design, also keep a few smaller selectable load outs on the side. What was done with the vortex was a very balanced move, if you applied such upgrade styles it'd make for a more affordable upgrading costsystem, which in part might help patch the high research cost the Hig players deal with.

Obviously this just reflects my thoughts: I'm by no means a modeller or programmer, but i have played vanilla HW2, and the complex mods for a while (6 and 7 series). If anything, the Higgy battleship should be more than just a counterpart: it should replace the Ark. The ark's big, unwieldy, and has no well thought-out battlerole besides taking massive punishment. When the Hig BS is finished, i look forward to testing out whatever formidable armanents it has, 'till then i'll drop my thoughts here. I hope they're at least a bit useful.
hell diguner - Sat Aug 29, 2009 2:44 am
Post subject:
vila wrote:
hell diguner wrote:

It appalled me to look at the waste of resources that was the Hiigaran Battlecruiser in vanilla HW2. It had SO much unused hull and space. There weren't even turrets on all that unused surface area. Complex's addition of turrets and side-mounted weapons make me feel slightly better, but it still feels like the Hiigarans built the BC to look mean first, and fight well second.

You’re missing the significance of the ship’s name. It’s a Battle Cruiser. Cruisers are warships which are intended to stay on station for a very long time – months, or maybe years, even for terrestrial naval ships. They therefore require much more comprehensive living/recreational facilities than warships which are intended to sortie from their base, fight a battle, then return. All those windows along that hull area tell the story.


They are meant to stay on station for a long time? They certainly are capable of moving great distances quickly with hyperspace. And they won't be sitting in the middle of nowhere either. There is nothing to defend in the middle of the vastness of space. If they are to patrol an area, this area would be around something of importance... a dense resource pocket, progenator relics being examined, a planet, a construction yard. A vessel of cruiser class or larger would be devoted to two things: active warzones, and the defense of important, largely unmoving areas. In the first case, I doubt recreation and recovery areas are main concerns of the crew. In the second case, such large important areas will most likely have enough people in said area for a long enough time to warrent the devotion of special ships/vessels/stations/ground based structures to allow people work shifts, and places for off-shift personel to recover, rest, relax etc. Making onboard living/recreation facilities an unnecesary commodity. Anywhere that may need defense and protection that is too small to warrent special rrr vessels would not have defenses as heavy as cruiser class vessels. The carrier, shuttle, or other main non-combat vessel would act as a minor rrr location, good enough for the few shifts onboard destroyers and smaller combat craft.

Additionally, the key word is not cruiser, but battle in battle cruiser. A battle cruiser is meant for direct combat for most of it's life, not escort and defense most of it's life. It has two module slots that can be replaced quickly and often if necesary, and one of it's options is a hyperspace module, to get the ship into combat, and into repair yards. Quickly.

Finally, despite all those windows on the BC, there is also an awful lot of windowless area. All along those windowed areas, and even including a enough space for a few hallways and rooms away from windows still doesn't account for much of the space unused by engines, weapons, and their equipment. A fully decked out BC in Complex might make use of every square foot of unused space for internal equipment, but these weapons still feel and are add-on's. Part of it is that the weapons stick out away from the armored hull, without much armor themselves, and therefore, these weapons should technically be easy to destroy. But the point is, it's easy to see the hiigaran designers (the relic crew) didn't origionally make use of all the potential weapon mounts, and didn't plan the ship out like a real warship would have been.


vila wrote:
Quote:
. . . it's heavy ion cannons. Which I don't have a problem with being side-by-side. A side-by-side design is not meant for engaging in one singular target, in front, side, bottom or back. It is meant to engage flanking opponents, multiple, lesser opponents.

Those cannons are the main armament, which is intended to engage a single target. Multiple/lesser opponents would be engaged by the secondary armament. Besides, HW ships only fire at one target at a time (other than sweepers etc, which seem to operate independently).


Why should the main armament be meant to focus on one enemy? This vessel is most likely to meet more lesser enemies than equal or greater ones. And should my suggestion of having a or multiple large spinaly mounted weapons be done, these ion cannons would be the most powerful of secondary weapons, not primary. And if my suggestion isn't done, then my point still holds merit.

All anti-capship weapons smaller than the heavy ion cannons would engage the same targets as the heavy ion cannons, acting to suppliment the fire saturation, and attack more opponents than a mere four. If rapid sweepers can be coded to attack different enemies from all the other armaments, all the other armament can be coded this way as well.

Smaller weapons would be the first true defensive weapons, meant to thin out frigates, corvettes, and fighters. I still believe that for the sake of balance, anti-frigate and smaller weapons should not be all-poweful, or capable of allowing this one ship to successfully destroy an attack from these sized vessels.


vila wrote:
Quote:
Do you think maybe there's a reason the point defenses on the mothership and refinery are placed all around the ship, instead of at the front?

Yes, because they have to deal with fast-moving attacks from all directions simultaneously.


Which is what the BS will have to do. Fast is relative. To a BS, a destroyer is fast.

vila wrote:
Quote:
Why can't that concept be scaled up and applied to larger vessels?

It can, and should be, but not for the main armament.


Unless the main armament is indeed meant to engage such vessels. Again, the BS is more likely to engage lesser opponents than other simularly sized vessels. And if it does engage equal or larger vessels, maybe it would be a good idea to have all that space foreward of the dual ion cannons devoted to a minor phased cannon array, instead of twelve turret slots. Or maybe it should be the choice of the player, to build one or the other, the same way as the Vortex's cannon armament.

vila wrote:
Quote:
I don't think the designers of the destroyer meant for it to present it's flank to the target.

Of course they did! That’s why all its armament is on the centre-line.


If the designers wanted the destroyer to attack one singe target, they would have designed the destroyer in such a way that it would be capable of bringing it's entire armament to bear on the target while presenting the smallest target for the single opponent to retaliate upon. The destroyer would have had two or more foreward facing ion cannons instead of a bunch of side-facing turrets. No, the destroyer was designed to attack multiple frigates at once, while moving through said frigates to avoid spinally mounted anti-heavy capitalship weapons, like the ion cannon on the ion cannon frigate. The reason the destroyer currently attack by facing it's flank is [fictionally, because this destroyer design is so old, and used so little before the Vaygr war, it was all too common for comanders to not effectively use the craft, and over time, it's most effective method of fighting was lost on the younger closed-minded commanders-to-be who saw the way it was used by most, and believed that was the best method of engaging opponents.][and truthfully, because relic didn't know how to code the destroyer to behave in such a way, or was too lazy to do so, and so the concept artists origional idea and plan was lost in the beurocracy (which happens all too often with games these days)].

vila wrote:
Quote:
. . . negatively accelerating (decelerating isn't a real word, you accelerate when you speed up, and slow down).

‘Decelerating’ is a real word: it’s in the Oxford Dictionary. In physics, 'acceleration' doesn’t apply only to speed (or more correctly, given the context, velocity), it also applies to direction, so I think we should stick to 'deceleration' for slowing down.


My physics instructer was rather adament (to speak lightly) about the improper use of deceleration among common language. How the term acceleration origionally made it into common speach I don't know, but the public, thinking the term applied to only increasing velocity, made up the word deceleration by adding a prefix to acceleration to create an opposite of acceleration, which does not have an opposite in truth. Then the made up word stayed in common language for so long that the editors of the English Oxford Dictionary added the word to the dictionary. I think it's important to realize the errors of this, and make it well known that accelerate was origianally a physics term, and that this physics term should have the same meaning between scientists and the general public. That definition of acceleration is: A change in velocity. And the definition of velocity is: The speed at which something is moving, and the direction in which it is moving. Therefore, to accelerate is to change direction, increase velocity, or decrease velocity.

FYI, I'm also as paranoid about "centrifical force". There is no such thing as "centrifical force." What an object experiences when a person says it is undergoing "centrifical force" is really nothing more than a change in momentum. There is, however, a centripital force, which is a center-seeking force. Like gravity. Which so far cannot be explained. X-P

vila - Sun Aug 30, 2009 3:13 am
Post subject:
You appear to have such a huge misunderstanding of the principles of warship purpose, design and construction that any reply by me would probably require a small book. I shall therefore pass.

'Centrifical force'? Never heard the expression before.
hell diguner - Sun Aug 30, 2009 4:58 am
Post subject:
The expression is used all to commonly in the usa.

I think perhapse I see my theoretical battlefield as being much more cluttered than that which has been visualized anywhere else, HW2, Complex, PDS, Star Wars, or real life. Of another note, it seems you base your theories on existing naval principals. I do not, so it is obvious why we have differring views. And please don't ask me what I do base them on, it would take a very long time to explain, probably a book of simular size as the one you wouldn't (though you could) write about...


vila wrote:
...warship purpose, design and construction...

vila - Sun Aug 30, 2009 4:18 pm
Post subject:
Quote:

The expression is used all to commonly in the usa.

What is it supposed to mean?
SpootKnight - Sun Aug 30, 2009 8:28 pm
Post subject:
My one gripe about the shape is how it has two command sections that stick out facing up than the sides like Hiigaran ships typically have their command sections.
Sithicus - Mon Aug 31, 2009 2:52 pm
Post subject:
Well lets see how you like it without. I'm gonna take 'em off and use the space for put 2 secondary hardpoints near the stern. BTW - how do you like the engines?
I've started working on another ship as well, slightly bigger but I'm at the very early concept stage.


SpootKnight - Mon Aug 31, 2009 11:32 pm
Post subject:
That does look a lot better on its side profile, the engines are pretty good I think. Keep it up. Mr. Green
ALC - Thu Sep 03, 2009 11:22 pm
Post subject:
I like this flat look. And I do like the engine fit.
Sithicus - Thu Sep 03, 2009 11:28 pm
Post subject:
Indeed. It looks kinda like a dagger. Or a sword.
Hm... how does it sounds? Gladius-class Heavy BattleCruiser?
SpootKnight - Thu Sep 03, 2009 11:55 pm
Post subject:
Well, the title says Battleship, not Battlecruiser. Confused
Sithicus - Fri Sep 04, 2009 12:01 am
Post subject:
Beghins has the final word on the ship's class. UNI's project is also quite impressive (I call his ship Behemot), and I have plans for Leviathan class ship.... if that ship will ever see the light of the stars... be afraid.... very afraid Wink
rubio - Fri Sep 04, 2009 9:16 am
Post subject:
hey and what about this one? carries 8 special slots and one big cannon on front.
i'm still working on particulars to make it mor "hiigaranish"
Sithicus - Fri Sep 04, 2009 9:53 am
Post subject:
In general dorsal cannons are Vaygr thing. Higs are into turrets Smile
rubio - Fri Sep 04, 2009 9:58 am
Post subject:
in general... btw thisone has 8 special slots Smile
Sithicus - Fri Sep 04, 2009 12:19 pm
Post subject:
You mean hardpoints? Or module slots? BTW - I might be unavalible for a day or two - I'm going for a major hardware upgrade and it might take a bit of time to put the pieces together.
vila - Fri Sep 04, 2009 4:47 pm
Post subject:
Sithicus wrote:
In general dorsal cannons are Vaygr thing. Higs are into turrets Smile

Don't you mean spinal?
rubio - Fri Sep 04, 2009 4:55 pm
Post subject:
i think he does.
Sithicus - Fri Sep 04, 2009 9:30 pm
Post subject:
Yeah, my bad Razz
hell diguner - Sat Sep 05, 2009 1:48 am
Post subject:
What about the ion cannon frigate? From what I can tell, both the ion cannon frigate and the Vay BC have spinal weapons, and save strikecraft, there are no other examples of spinally mounted weapons. I suppose I should say I'm excluding progenator vessels. Far as I can tell, neither race is really "in" to using spinally mounted weapons. Though Hiigs are more turreted, and Vay are more side-mounted (missile racks) in terms of weapon type specialization.
Blackmane - Sat Sep 05, 2009 11:05 am
Post subject:
what do you think whit small pop'up turrets?
Sithicus - Sat Sep 05, 2009 7:08 pm
Post subject:
Here's very early partial texture. Can anyone tell me how does the thing with team colors and engine glow work?




SpootKnight - Sat Sep 05, 2009 8:06 pm
Post subject:
Oooh textured, great job. Mr. Green
Sithicus - Sat Sep 05, 2009 8:14 pm
Post subject:
Well thats oryginal BC texture stretched and patched. Now the real work begins.
Blackmane - Sat Sep 05, 2009 9:04 pm
Post subject:
great job ... really good...
but I still do not like it....
are only two battlecruiser united...there is nothing innovative...
I'm studying in this month, if you give me time,I will see to finish my battleship project track also texure...
SpootKnight - Sat Sep 05, 2009 9:35 pm
Post subject:
Sithicus wrote:
Well thats oryginal BC texture stretched and patched. Now the real work begins.

Looks pretty good for being a hackjob then. Laughing

Blackmane wrote:
great job ... really good...
but I still do not like it....
are only two battlecruiser united...there is nothing innovative...
I'm studying in this month, if you give me time,I will see to finish my battleship project track also texure...

Does it really have to be a totally new and fresh innovative design? Technically a Battlecruiser is a Battleship stripped of its armor to give it more speed in addition to its firepower, being a bigger Battlecruiser makes sense for this Battleship model.
Sithicus - Sat Sep 05, 2009 10:31 pm
Post subject:
I think two maybe three weeks and the texture will be ready. I'm also thinking of using some of the micro-turrets from Hig Cruiser but instead of kinetic change them to pulsar.
Dark_Safi - Sun Sep 06, 2009 12:13 am
Post subject:
i know team colours are done with alpha layers...
you have two textures, the proper textures, and a blue-green texture which decides how bright the texture is.
both should have an extra layer with an alpha (transparency) pattern on it. one decides base colour, and the other stripes. (cant remember which way round)
engines should have two sets of textures; an "on" texture, and an "off" texture.
when you hod it, you should be able to make it switch between the two.
get the RDN toolkit, and there's a pdf with loads of info
vila - Sun Sep 06, 2009 2:34 am
Post subject:
SpootKnight wrote:
Technically a Battlecruiser is a Battleship stripped of its armor to give it more speed in addition to its firepower, being a bigger Battlecruiser makes sense for this Battleship model.

Says who?

If you're talking about naval battleships/battle cruisers from the WW1 era the opposite is true. Battleships were much smaller than battle cruisers.

A battlecruiser isn't a battleship stripped of its armour, it bears no relationship whatsoever to a battleship. It's a very large, very fast cruiser with battleship calibre guns.
SpootKnight - Sun Sep 06, 2009 7:37 am
Post subject:
vila wrote:
A battlecruiser isn't a battleship stripped of its armour, it bears no relationship whatsoever to a battleship. It's a very large, very fast cruiser with battleship calibre guns.


"Battlecruisers shared the very large main armament of battleships, and were generally as large and costly as battleships of the same generation. They traded off armour or firepower for higher speed, which was made possible by their powerful engines and slender hulls."

You were saying? I see three things that it bears relationship to.
cybersam - Sun Sep 06, 2009 8:51 am
Post subject:
but thats not telling him who said it... ^-^'''
WV_Angron - Sun Sep 06, 2009 12:56 pm
Post subject:
Blackmane wrote:
great job ... really good...
but I still do not like it....
are only two battlecruiser united...there is nothing innovative...
I'm studying in this month, if you give me time,I will see to finish my battleship project track also texure...


I personally don't see the problem in having ships of the same race share a design. You could come up with something like the Vortex, perhaps shape a ship like an octopus, but it isn't like modern battleships all look distinctly different based on their class. The BC works as a design, so why wouldn't they continue the working elements of it into a bigger class of ship?

I for one look forward to having a fleet that looks relatively organised.

~Ang
rubio - Sun Sep 06, 2009 2:07 pm
Post subject:
yes but there are no ships in hiigaran or vaygr fleets that are so similar. i think Blackmane is saying that
SpootKnight - Sun Sep 06, 2009 4:34 pm
Post subject:
Well Complex should change the Hiigaran Heavy Bomber then so it's not just a Bomber with extra doodads slapped on it, and by default, the Hiigaran and Vaygr Corvettes use the same hull design several times over to implement their different variants, the Flak Frigate, Marine Frigate, and Field Defense Frigate, as well as the Assault Frigate, Heavy Missile Frigate, and Infiltrator Frigate have very similar designs with several minute changes here and there, (Although the Hiigaran Frigates' changes are slightly more radical in comparison to the Vaygr's).
vila - Mon Sep 07, 2009 5:38 am
Post subject:
SpootKnight wrote:
vila wrote:
A battlecruiser isn't a battleship stripped of its armour, it bears no relationship whatsoever to a battleship. It's a very large, very fast cruiser with battleship calibre guns.


"Battlecruisers shared the very large main armament of battleships, and were generally as large and costly as battleships of the same generation. They traded off armour or firepower for higher speed, which was made possible by their powerful engines and slender hulls."

You were saying? I see three things that it bears relationship to.


It was only the calibre of gun that they shared, they had fewer of them.

i.e. battleships were short and fat in comparison.

"as large and costly as battleships of the same generation". Wrong. They were larger.

Example:

Battleship Iron Duke: Displacement 25,000 tons; Length 622.75ft; Beam 90ft; Speed 21.25kts; Guns 10-13.5in.

Contemporary battle cruiser Tiger: Displacement 28,430 tons; Length 704ft; Beam 90.5ft; Speed 28kts; Guns 8-13.5in.


Besides, how would similar size and cost indicate a relationship? A dredger and a ferryboat might be of similar size and cost but would that mean they are related?


We have done this argument to death elsewhere and I have no intention of prolonging it here.


SpootKnight wrote:
Well Complex should change the Hiigaran Heavy Bomber then so it's not just a Bomber with extra doodads slapped on it, and by default, the Hiigaran and Vaygr Corvettes use the same hull design several times over to implement their different variants, the Flak Frigate, Marine Frigate, and Field Defense Frigate, as well as the Assault Frigate, Heavy Missile Frigate, and Infiltrator Frigate have very similar designs with several minute changes here and there, (Although the Hiigaran Frigates' changes are slightly more radical in comparison to the Vaygr's).


So each race uses common hull designs for ships of the same generic type.

What does this have to do with ships of radically different type such as battleships and battle cruisers?
SpootKnight - Sat Sep 26, 2009 4:16 pm
Post subject:
I would've thought after two weeks of being away something would happen. Laughing
How's your progress going?
Lord Overmind - Sat Sep 26, 2009 4:30 pm
Post subject:
Ok lemme state something: The Vaygr Battleship is the Vaygr version of the Taiidan Quaar-Jet Heavy Cruiser. So why not make a Hiigaran battleship based on the Kushan Avatar Heavy Cruiser? I would've read through this thread to see if the idea was taken, but I was too lazy.
vila - Tue Sep 29, 2009 4:33 am
Post subject:
Well it's a nice thought but its shape doesn't really suit. Hiigaran ships are wide and flat (with the exception of the hopelessly out-of-place destroyer). Its tall hull also couldn't be built in the Hiig SY.
Sithicus - Tue Sep 29, 2009 9:55 pm
Post subject:
Still working on textures.
ALC - Wed Sep 30, 2009 12:15 pm
Post subject:
vila wrote:
Its tall hull also couldn't be built in the Hiig SY.

It could jump in though rather like the Command Fortress or Shipyard?
maddeath - Wed Sep 30, 2009 6:40 pm
Post subject:
hahaha, judging by the size itd need to crawl out head first, cos i dont think it would fit in sideways like the rest either
but since i havent seen any sign of beghins' activity for like forever, i dont think it matters anyway...
Hawawaa - Thu Oct 01, 2009 1:59 am
Post subject:
Hi um ya I know great time for me to finally give some input in this mod. Which I love! Been playing since series 5 late.

Um I like the double Hig BC for the new BS Sithicus, but I still like #3 more... its new and looks freaking sweet. Hell I love the Hig BC but come on please use #3, something new with the BS!

I try to start replying more in the forums on different topics... Mr. Green
Commando351 - Sun Oct 11, 2009 8:12 pm
Post subject:
The REAL question here is, what role is it going to fulfill, and what armement is it going to have?
Im curios because hiigarans need BATTLESHIP to counter dreadnought, or something better Twisted Evil
So what are we going to do???
Beghins - Thu Oct 29, 2009 9:59 pm
Post subject:
Wow, keep me updated about this!
Hawawaa - Thu Oct 29, 2009 11:14 pm
Post subject:
Beghins is BACK!?!??! Shocked WOO HOO! Very Happy
orpheoos - Fri Oct 30, 2009 1:36 pm
Post subject:
Hey !!!
Lord Overmind - Fri Oct 30, 2009 1:51 pm
Post subject:
The Prophesized son of Sajuuk has Returned!
Commando351 - Tue Nov 03, 2009 1:03 am
Post subject:
OUR GREAT MIGHTY AND ALL POWERFULL LeADER HAS RETURNED!!!!!!!!!!!


Proposed Hiig. Battleship: (my idea)

Production: Fighter, Corvette
Module: 4 module slots
Sensors: all 3 sensors
NO RU System

Armement:

6 3x Kinetic cannons ( 3 on top (2 front, 1 back) Same as bottom)
4 Hvy Ion cannons ( 1 front/back on top/bottom)
12 Kinetic cannons 2x ( 6 top, 6 bottom)
4 Torpedo launchers
Defense Field
6 rapid sweepers
12 hull defense guns

Hanger:
12-36 planes

Ship Idea:

From PDS Mod, www.moddb.com
1. http://www.moddb.com/mods/point-defense-systems/images/lh-x-30-scharnhorst-advanced-battlecruiser#imagebox
2. http://www.moddb.com/mods/point-defense-systems/images/v11-beta-4-splash-screen#imagebox

Like I said, MY Proposed idea for new battleship
ALC - Wed Nov 04, 2009 1:17 am
Post subject:
That's a mini battlestar you've got there!

No fighters and corvettes!
But the Battleship should be able to build nukes of some kind and long range missiles, like Vipers but cheaper.
It should also mount one or two fast tracking turrets.
Commando351 - Thu Nov 05, 2009 3:55 am
Post subject:
oops... sorry Mr. Green

For a battleship,
I found a super cannon somewhere in the slipstream mod that could be mounted on the bottom of a hiig BC. its basically a giant hiig torpedo bomber launcher piece.
We could have some kind of large turret located near the bridge that could shoot a nuke of some kind.
Also, The battleship cannons shoot missiles! more effects and bigger BOOM!

well, the BC for the hiig can build fighter and corvette, or was that TFS?
Searching around on moddb lately.
Check out the R.E.A.R.M. mod, looks pretty cool too.

going to track it, but here is an idea for the battleship model:
http://www.moddb.com/mods/rearm/images/hiigaran-supercarrier-with-escorts#imagebox
http://www.moddb.com/mods/rearm/images/hgn-supercarrier#imagebox

I dont know if that is along the lines or not...

Ps: BEGHINS IS BACK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Lord Overmind - Fri Nov 06, 2009 1:42 pm
Post subject:
That's a supercarrier, not a battleship.
WV_Angron - Fri Nov 06, 2009 2:51 pm
Post subject:
Hell of a ship, though. With all of the discussion about a new carrier for the Hiigs, that's it right there.

~Ang
Commando351 - Sat Nov 07, 2009 1:57 am
Post subject:
whoops...

HERES the ships I was talking about:
http://www.moddb.com/mods/point-defense-systems/images/v11-beta-4-splash-screen#imagebox
ALC - Sat Nov 07, 2009 2:00 pm
Post subject:
Hmm. Must try the current PDS mod. Haven't played PDS for a while.
Nice model.
Commando351 - Sat Nov 07, 2009 6:50 pm
Post subject:
the PDS mod is pretty fun to play, but the ships are super ships basiclly
Commando351 - Thu Dec 03, 2009 2:48 pm
Post subject:
HEY!!! I found this online and I think this is something to think about:
http://kofler.dot.at/40k/units/Imperial_Navy_Emperor_Class_Battleship.gif
http://izlin.free.fr/eve/ships/kestrel.jpg
http://img508.imageshack.us/i/taiiioncannonfrigatecxy8.jpg/

Batleships?

here is a chart of random ships:
http://img508.imageshack.us/i/taiiioncannonfrigatecxy8.jpg/

and here is the space yamato battleship:
http://otal.umd.edu/~mgk/blog/yamato.jpg

if you havent herd, the Japenese yamato battleship was one of the MOST POWERFULL ships ever built in world war 2. So, that ship is in space...

here is the ship:
http://www.bismarck-class.dk/miscellaneous/illustrations_and_drawings/steve_nuttall/pictures/yamato/illustr_yamato_01.jpg

so, there is some thought.
jrgosnoff - Thu Dec 03, 2009 4:34 pm
Post subject:
Well those are good but try and find something a bit more like the hiigarans ship designs for example they don't have their command bridge in sticking out and the bridge on those ships would possibly get in the way of the turrets. Mr. Green Of course you could always modify them Very Happy
WV_Angron - Thu Dec 03, 2009 7:25 pm
Post subject:
Where are we at with the BS's that were being developed? Did we even make a possible choice as to which one we'd go with?

My vote is still, naturally, with Sithicus's, because I get giddy thinking about it being my flagship (not the Vaygr term flagship, the proper, head of the fleet and kicking ass flagship).

~Ang
Pietrak - Fri Dec 04, 2009 7:15 pm
Post subject:
Why not look for inspiration in the StarWars universe? I have in mind the less common ships, like the Scythe:
http://images3.wikia.nocookie.net/starwars/images/thumb/b/be/Leg_GA-cropped.jpg/250px-Leg_GA-cropped.jpg
Or the Hammerhead:
http://images1.wikia.nocookie.net/starwars/images/thumb/2/2d/Endarconcept.jpg/250px-Endarconcept.jpg

A ship with a such vertically elongated forward section would look cool, there could be twin Ion mounts on the top and bottom of the "scythe", with sets of Rapids/Kinetics/Torpedoes/Trackers along it. In a concept like this, the ship would be a killer at front, but less lethal if flanked. The rear section would be covered from fighter/frigate assault by rapids and kinetics. A single Ion could be mounted at the rear, and it could fire only backwards. If nessessary a nuclear launcher could be put in somewhere, at the sides (I have in mind nuclear tubes like in the Battle Ark).

What do you think about it?

Info about them in the SW universe:
http://starwars.wikia.com/wiki/Scythe-class_main_battle_cruiser
http://starwars.wikia.com/wiki/Hammerhead-class_cruiser
WV_Angron - Fri Dec 04, 2009 10:42 pm
Post subject:
They look an awful, awful lot like the Gujking setup. Almost identical, infact.

I don't know if I like the shape. The obvious question would be 'If the Scythe itself is so powerful, why bother with the rest?' which leaves you basically an undocked Battle Asset MS. Razz

~Ang
Pietrak - Mon Dec 07, 2009 11:29 pm
Post subject:
But Gujking is more of a stationary battle platform.
These new ships would be more mobile - of course the firepower would need balancing once a ship like that would be created - the big firepower on the front could be balanced by reducing the firing arc and weak drive systems.
ALC - Wed Dec 09, 2009 1:13 am
Post subject:
... yes, then a clever player could manoeuvre in behind and attach a limpet nuke or whatnot to the rear of the mobile fortress and blow it up.
Mobile fortifications - hate em, never use em, itd. Very Happy
Pietrak - Wed Dec 09, 2009 3:58 pm
Post subject:
They wouldn't be mobile fortresses or anything. Smaller than a BC, less armor, more firepower.
Commando351 - Thu Dec 10, 2009 2:49 pm
Post subject:
Command Fortress, or Battle ark?

@AlC, i concure, i only use command fortresses FOR defense.

@Pietrak: Those are nice ships, but it goes down to:
1. will it fit right in the factions
2. How powerfull
3. Balancing issues.
4. Only if Beghins agrees.
Pietrak - Thu Dec 10, 2009 8:23 pm
Post subject:
Quote:

@Pietrak: Those are nice ships, but it goes down to:
1. will it fit right in the factions
2. How powerfull
3. Balancing issues.
4. Only if Beghins agrees.


1. The only fit that comes to mind now is a cap ship killer for Vaygr to help them late game.
2 & 3. What are beta tests for? Wink
4. That is the hardest point I think - and beyond our ability Rolling Eyes
Commando351 - Mon Dec 14, 2009 10:18 pm
Post subject:
@Pietrak,
Beta Tests are for new things (products) that are being released. A basic model is implemented into the game and tested. We get people who are willing to do so and test the new thing. So, if put a new ship in the game. (7.4.4) then we would need to test it.

Here is ship:
enjoy.
http://www.templates.com/blog/wp-content/uploads/2008/08/space-ship.jpg

fighter class. probably an interceptor.
ALC - Sun Dec 20, 2009 2:07 pm
Post subject:
@Pietrak
Do the Vaygr need another Cap ship killer?! They have BC, BB, Dreadnought already...
Commando351 - Mon Dec 21, 2009 3:53 am
Post subject:
WOOHOOO!!!!! go dreadnought go dreadnought go!!!!!

seriously?

@pietrak
(ALC) they have enough cap ship killers already... focus on the HIGS!!!!!

for a dreadnought:
http://www.moddb.com/mods/slipstream-the-price-of-freedom/images/dscg-mjolnir-superdreadnought#imagebox
Commando351 - Thu Feb 18, 2010 3:55 am
Post subject:
@Pietrak,

Beta Tests are for when some small thing is needed to be tested. For example the Halo Reach beta, Bunjie will release a small amount of that product to the public (people who bought or pre-ordered ODST). The testing will test the product to find glitches, bugs, ETC. Get the idea?

so, currently this is still question... here r some models for u to consider:

1.This will probably not fit, but for the heck of it. the "Space Yamato"
http://www.shipschematics.net/yamato/images/edf/battleship_greatyamato.jpg

2.This will also probably not fit in the game. Carrier/battleship? Looks like it could go kills sum vagyr Mr. Green
http://kofler.dot.at/40k/units/Imperial_Navy_Emperor_Class_Battleship.gif

3.This might, might not. Looks good in my opinion.
http://www.cebas.com/news/images/moritz_fullgrabeBattleship.jpg

4.I dont know... u decide.
http://www.scifishy.com/wp-content/uploads/2009/04/battleship_by_mallacore.jpg

leave comments below.
Kraizer793 - Thu Feb 18, 2010 5:18 am
Post subject:
Pete J wrote:
I like the idea of adding a Hiigaran Battleship. However (and I hate saying this as there's probably no way that I'd come up with a model half as good) I find it a bit too 'flat', especially at the front.

I do like the use of the cool turrets though. Maybe a few more could be added to hide the flat spots?


I liked the battleship until I read this post.

1 vaygr battleship cannot stand a chance (even when upgraded) to a vortex, if you pit them 1v1 in a fight the vortex comes out on top. And you're making the Hiigaran equivilent more powerful than the vaygr battleship's worst nightmare? I'm beginning to wonder when game balance will take priority over the coolness factor...

Don't get me wrong, Very good model, but even more powerful than the vortex? It takes 2 battleships AT LEAST to take a vortex down, it will take 4 or more vaygr battleships to take out 1 hiigaran one...

...I hope there is some un-announced balancing aspect that will make this all make sense, because as of now, the vaygr race is LEAGUES behind the hiigs as far as development.
SpardaSon21 - Thu Feb 18, 2010 7:55 am
Post subject:
Vaygr don't have research points, they don't need crew stations, and they can get capital ships out much faster than the Hiigarans can. Consider epic supercapitals a Hiigaran player's reward for surviving all the way until the Engineering Module.
Kraizer793 - Thu Feb 18, 2010 2:40 pm
Post subject:
Does our lack of stations, and ability to alpha-strike constitute for us getting smashed by vortex's and now battlesheep the rest of the way through the game?

Vaygr's only real chance is early game when our strike craft and destroyers / cruisers are more powerful than hiigs. After that first 30-45mins, the remaining 2 hours is devoted to the hiigaran end-game. Vaygr don't get platforms, vaygr don't get scavengers, don't get point-defense or an upgraded mothership, consider the alpha-striking ability a reward for getting stomped late game by supercap fleets. If vaygr miss their chance early game, they're screwed. Hiigs just have to survive until they get supercapitals, then they can do whatever they please.

0.02$
vila - Fri Feb 19, 2010 1:40 pm
Post subject:
Kraizer793 wrote:
1 vaygr battleship cannot stand a chance (even when upgraded) to a vortex, if you pit them 1v1 in a fight the vortex comes out on top.

I wish someone would tell me how do this. I have NEVER defeated a Vaygr battleship with a single Vortex. I always need odds of at least 2 to 1, 3 to 1 to make certain.

If Vortexes obeyed orders it might be possible, but they don't.

In v7 all the advantage is with Vaygr - perforation bombs and rollers have made sure of that. The Hiigaran battleship will restore the possibility of a Hiig win.

My big concern is that there appear to be no sweepers on the topside of the ship.
Kraizer793 - Fri Feb 19, 2010 11:23 pm
Post subject:
In the experiences I've had, a vortex dropped my battleships relatively quickly seeing as it has 2 nuclear bombs it launches almost instantaneously after engaging. Depending on if either race has any of the capital ship health, damage, accuracy, health, etc. research done affects this, but on stock loadouts with all subsystems built for each ship, And the research only pertaining to each vessel, I find that the vortex runs out on top.

Now if i wanted to do this right, I could get one of those starter scripts, and custom make a script to spawn 1 vaygr battleship and 1 hiigaran vortex with all subsystems and research and see which one comes out on top.
SpardaSon21 - Sat Feb 20, 2010 12:09 am
Post subject:
Its tricky though, because the Vortex has the option of the Light Battle Asset with 12 two-barreled kinetic cannons and boosts to drive and speed, the Medium Battle Asset with 12 three-barreled kinetic cannons and not boosts, and the Heavy Battle Asset with 12 six-barreled kinetic cannons with boosts to aim, health, and damage. I love me the Heavy Battle Asset.
vila - Sun Feb 21, 2010 6:34 am
Post subject:
Kraizer793 wrote:
it has 2 nuclear bombs it launches almost instantaneously after engaging.

But the nukes are useless! They detonate instantaneously as they leave the ship. The only thing they damage is their own launching ship. (If they launch at all, that is. Mine only launch on about 25% of the occasions I try to use them.)
Filippo.zp - Mon Feb 22, 2010 12:36 pm
Post subject:
vila wrote:
Kraizer793 wrote:
it has 2 nuclear bombs it launches almost instantaneously after engaging.

But the nukes are useless! They detonate instantaneously as they leave the ship. The only thing they damage is their own launching ship. (If they launch at all, that is. Mine only launch on about 25% of the occasions I try to use them.)


I'm sorry Vila. Vortexes are rising up against you. Lol.
vila - Tue Feb 23, 2010 5:20 am
Post subject:
That's certainly what it feels like. I've never had a Vortex obey a movement command while in action. Just moving across the map is fine, no problem, but in battle? Forget it! The only way I can persuade mine to move to a different position is by jumping them.
Filippo.zp - Tue Feb 23, 2010 8:50 pm
Post subject:
Ok, I'm not playing Complex for a while now (bad period...not time to play...and it will be so until july, Crying or Very sad) and I haven't tryed 7.4.4 yet but I don't think your problem is something new so I don't understad what vortexes have against you Confused
I haven't so many problems with vortexes. Yes, nukes detonate instantaneously as they leave the ship sometimes but not so frequently.
You should pay attention to 2 factors, imo:
- target's position
- vortex's horizontal plane inclination (hope that's correct translation)
The problems is that the nuke collides with the ships straight after being lauched.

For control issues I have no suggestion. Vortexes follow my orders most of the times. Maybe orders you give go against vortex's base moves
vila - Wed Feb 24, 2010 3:22 am
Post subject:
Filippo.zp wrote:
Yes, nukes detonate instantaneously as they leave the ship sometimes but not so frequently.

First salvo always detonates immediately. By the time they reload, if the Vortex is still alive the nukes will be unnecessary and if fired successfully will wander off to attack some other target (usually a fighter Confused ).

Filippo.zp wrote:
You should pay attention to 2 factors, imo:
- target's position
- vortex's horizontal plane inclination (hope that's correct translation)
The problems is that the nuke collides with the ships straight after being lauched.

I know what the problem is but nothing I do cures it. It's all very well saying "pay attention", but in what way?

No weapons should launch in such a way that they collide with their own ship, that's ridiculous and illogical. The same goes for the shuttle nukes, which detonate before leaving the ship if fired while the ship is moving. This is apparently because the ship travels faster than the nuke. The is totally ridiculous because anything fired from a moving vehicle will have that vehicle's velocity in addition its own.
Filippo.zp - Wed Feb 24, 2010 11:59 am
Post subject:
vila wrote:
This is apparently because the ship travels faster than the nuke. The is totally ridiculous because anything fired from a moving vehicle will have that vehicle's velocity in addition its own.

Dear Vila, I know that's ridiculous but Homeworld is not real. It remains a game, an inaccurate rappresentation of an other universe. It doesn't follow the rules our universe follows if we don't told it.
It should be fixed, someone should try (I haven't the required skills).

vila wrote:
It's all very well saying "pay attention", but in what way?.

Heh...
It's quite complicated for me to explain. English is not my first language and I should play the game to better explain my thoughts.
Blackmane - Wed Feb 24, 2010 11:10 pm
Post subject:
nice 1 Filippo...
Turning to argument ... if you really want to give realism to the game, we follow very specific rules ...
I pass you a great site to read carefully ...
Have fun and good culture... http://www.projectrho.com/rocket/
vila - Thu Feb 25, 2010 3:44 am
Post subject:
Filippo.zp wrote:
English is not my first language

I would not have guessed that from your posts in this forum. Smile
Filippo.zp - Thu Feb 25, 2010 3:34 pm
Post subject:
vila wrote:
I would not have guessed that from your posts in this forum. Smile

Really? Very Happy I'm glad to read this, you've made me happy Very Happy

(Long bad errors' sequence incoming Confused)


Blackmane, it's huge! Shocked
Thank you, I will definitely have fun!
Commando351 - Sat Jun 26, 2010 4:43 pm
Post subject:
Blackmane... thats one huge site and full of scientific oogalyboogbogwatchmecallit (wtf?) things. My dad would love to go in there! I dont know about realism... dont have a clue what the scale is in the game and ships move pretty fast and fighters move as fast as destroyers n frigates Shocked
hell diguner - Sun Jun 27, 2010 7:45 am
Post subject:
[color=#C6963]Realism: for those that have so little imagination and curiosity, they can't stand interacting with a world that follows different rules than those that they have become accustomed to.

On the other hand, I like my sonsensical whimsys heavily populated with realism. Actually, for me, I prefer my realism rather sparsely populated with whimsy. It's my human brain... it evolved to recognize, or create patterns. It isn't made to think, or understand outside of patterns.

Is it just me, or is English not the first language of the large majority of those who play HW2, and also the large majority of those who make or play mods for any game? Sometimes I wonder if I'm the only one. Then I remember that notion is rediculous, but I still wonder. Also it seems that nearly everyone it from Europe... I don't see too many north or south american, australian, oriental or islander folk snooping around mods or indie games.[/color]
ALC - Fri Jul 02, 2010 10:00 pm
Post subject:
hell diguner wrote:
ISometimes I wonder if I'm the only one.

Nope.

hell diguner wrote:

nearly everyone it from Europe...

Guilty there Very Happy
Commando351 - Sat Jul 03, 2010 7:21 pm
Post subject:
Is it me or have we not been talkin about a battleship lately... Well, to start it off on pg. 20, here is the hiigaran battleship from the hw2 PDS mod v811, or whatever the latest version is...

The battleship:

http://www.moddb.com/mods/point-defense-systems/images/v11-beta-4-splash-screen#imagebox

I was thinking... armement...

FORWARD TOP:

2 3x Cannons
1 2x Plasma Cannon
1 2x Hvy ion Cannon

REAR TOP:

1 3x Cannon
1 2x Plasma cannon
1 2x Hvy Ion cannon

FORWARD BOTTOM:

1 3x Cannon
4 2x Kinetic Cannona
1 2x Hvy Ion cannon

REAR BOTTOM:

1 3x Cannon
2 2x Kinetic Cannon
1 2x Hyy Ion Cannon

SIDE RIGHT:

1 2x Plasma Cannon
1 2x Hvy Ion cannon
4 2x Kinetic Cannon
4 2x Flak Turrets
2 12x Torpedo Launcher
1 1x Nuke Launcher

SIDE LEFT:

1 2x Plasma Cannon
1 2x Hvy Ion cannon
4 2x Kinetic Cannon
4 2x Flak Turrets
2 12x Torpedo Launcher
1 1x Torpedo Launcher

INFO:

2-4 Module build (fire control, Defense control, Hyperspace ETC.)
Fighter, Corvette Facility.
Hangar hold 10 Fighter/Corvette
Dock with Battle ark and shipyard (optional)
Decreased build time in combat (optional)

Upgrade EXP.

3x Cannon -> 3x Cannon UPGRADE shell -> 6x Kinetic Cannon -> UPGRADE SHELL
2x Plasma Cannon -> 2x EMP Cannon w/ plasma -> 3x Plasma Cannon
2x Ion cannon -> 2x Heavy Ion Cannon -> 3x Uber Heavy Ion Cannon
2x Kinetic Cannon -> 3x Kinetic Cannon -> Upgrade Shell
12x Torpedo Launcher -> Increased Velocity -> Faster Reload -> 16x Torpedo Launcher
2x Flak Turret -> 2x Fast Flak Turret ---> 4x Hvy Fast Flak Turret
I-> Rapid Sweeper
1x Nuke Launcher -> 2x Nuke launcher -> Faster Reload -> Hvy Nuke

______________________________________________________________________________

That is my proposed BB. Feel free to edit it but keep the main thought in mind. Its to counter them Vagyr Dreadnoughts and BB...

long live Hw2
alexscsi - Sun Mar 27, 2011 7:31 pm
Post subject:
I think would be cool to implement a system that allows to dock together 2 Battlecruisers to get a Battleship with unique weapons unlocks, same for 2 vortex.

Razz
hammer326 - Wed Apr 20, 2011 7:43 pm
Post subject:
I love it! looks like it could contend with a vaygr BC or bigger ;D
All times are GMT + 1 Hour
Powered by phpBB2 Plus based on phpBB